                          
                                                     c
        %2d. NULL\n
        %2d. `%s` pri%d vis%d\n
        %3d %3d %3d %3d %3d %3d %3d %3d
        %4u %4u %4u %4u %4u %4u %4u %4u
     %5d:  %5d -> %5d (%5d bytes): %s to %s\n
    '%s' localization matches\n
    '%s' matches\n
    - m_AudiblePlayers[%d] = %lu\n
    - m_ServerBannedPlayers[%d] = %lu\n
    Component %d: %dhx%dv q=%d
    Component %d: dc=%d ac=%d
    Loading a wave entry\n
    and your current marine has no marine info\n
    and your current marine's marine info's entity index is %d\n
    with %d x %d thumbnail image
   %c=%d ~%d%%
   %d: %.2f %.2f %.2f\n
   '%s' (entindex %d) %s \n
   EarnedXP[ ASW_XP_DAMAGE_TAKEN ] = %d\n
   EarnedXP[ ASW_XP_FRIENDLY_FIRE ] = %d\n
   EarnedXP[ ASW_XP_HACKING ] = %d\n
   EarnedXP[ ASW_XP_HEALING ] = %d\n
   EarnedXP[ ASW_XP_KILLS ] = %d\n
   EarnedXP[ ASW_XP_MEDALS ] = %d\n
   EarnedXP[ ASW_XP_MISSION ] = %d\n
   EarnedXP[ ASW_XP_TIME ] = %d\n
   EarnedXP[ ASW_XP_TOTAL ] = %d (Difficulty scale = %f)\n
   Position: %.2f %.2f %.2f\n
   Runs for copy type: %s, packing: %s\n
   Sound Positions:\n
   entity index: %d\n
   forwardmove is %f frametime is %f\n
   soundscape index: %d\n
  #3 Vel=%f,%f,%f\n
  #T1  Stuck in a solid\n
  #T1.5  Moving marine absorigin. vel = %f,%f,%f\n
  #T2  Moved the entire distance\n
  #T3  On a floor or slope, clipping velocity to the 1 plane\n
  #T4  Not on a floor or slope, clipping velocity to the some sv_bounce reflected amount around 1 plane\n
  #T5  Clipping velocity to the %d planes\n
  #T6  Going along the crease\n
  #T7  Going opposite, so stopping\n
  #T8  Going nowhere, so stopping\n
  %20s = '%s' (weight %f)\n
  (container field %d has no allocated data)\n
  (data type of container field %d does not match particle attribute %s)\n
  Loading a wave\n
  Panel is in right dir, rating = %f\n
  Ss=%d, Se=%d, Ah=%d, Al=%d
  and you have no current marine\n
  and your current marine's entity index is %d\n
  criterion '%25s':'%15s' 
  distancebased rating\n
  gap of %d bytes [last run %d]\n
  horiz rating: %f + %f * 3\n
  sending asw_retry_saved_server cmd\n
  so launching credits\n
  so not adding it\n
  this is the new best!\n
  vertical rating: %f * 3 + %f\n
 !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~
 !"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
 !"#$%&'()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[\]^_`abcdefghijklmnopqrstuvwxyz{|}~
 (classmap missing)
 2008, Valve Corporation, All rights reserved. ========\r\n//\r\n// Purpose:\r\n//\r\n//=============================================================================\r\n\r\nfunction UniqueString( string = "" )\r\n{\r\n\treturn DoUniqueString( string.tostring() );\r\n}\r\n\r\nfunction IncludeScript( name, scope = null )\r\n{\r\n\tif ( scope == null )\r\n\t{\r\n\t\tscope = this;\r\n\t}\r\n\treturn ::DoIncludeScript( name, scope );\r\n}\r\n
 9^;CParticleCollection::Simulate
 AHL2_KILL_ODESSAGUNSHIP
 A\mY
 Bad convar found in %s - %s\n
 Base Class Array'
 Base Class Descriptor at (
 C_ASW_PropJeep_Clientside::Initialize: VPhysicsInitNormal() failed for %s.\n
 C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n
 Cacceptsinput
 Class Hierarchy Descriptor'
 Complete Object Locator'
 ReadToken overflow
 Set icon %d to %s\n
 Slot [%d:%s] has %d clips\n
 System {  network offline  }  Game {  mode campaign  campaign jacob  mission asi-jac1-landingbay_01  } 
 Type Descriptor'
 bool (%s)\n
 bytes
 color (%i %i %i %i)\n
 delete
 delete { options { createreason delete } } 
 delete[]
 float (%f)\n
 game {  mode =  } 
 game {  } 
 game {  }  options {  action groupserver  } 
 integer (%i)\n
 new
 short (%i)\n
 string (%s)\n
 system {  network LIVE  access friends  }  game {  mode =  campaign =  mission =  }  options {  action create  } 
 system {  network LIVE  access public  }  game {  mode =  campaign =  mission =  }  options {  action create  } 
 system {  network LIVE  access public  }  game {  mode campaign  campaign jacob  difficulty normal  state lobby  }  members {  numMachines #int#0  numPlayers #int#1  numSlots #int#4  } 
 system {  network LIVE  }  game {  mode =  }  options {  action custommatch  } 
 system {  network LIVE  }  game {  mode =  }  options {  action quickmatch  } 
 system {  network LIVE  }  options {  action joinsession  } 
 system {  network offline  }  game {  mode single_mission  campaign jacob  mission asi-jac1-landingbay_pract  } 
 system {  network offline  }  game {  mode single_mission  }  options {  play commentary  } 
 system {  network offline  }  game {  mode single_mission  }  options {  play credits  } 
 throw(
 tile offset is %d, %d\n
 tile1 type %d rot %d connections %d, %d, %d, %d\n
 tile2 type %d rot %d connections %d, %d, %d, %d\n
 update {  game {  campaign jacob mission asi-jac1-landingbay01 }  } 
 update {  game {  difficulty =  }  } 
 update {  game {  hardcoreFF =  }  } 
 update {  game {  mission asi-jac1-landingbay01 }  } 
 update {  game {  onslaught =  }  } 
 update {  game {  state =  }  options {  action custommatch  }  } 
 update {  options {  server x  }  } 
 vector (%f %f %f)\n
 volatile
!!! Missing printname on weapon
!\t@MovieExplosion
"%s" /register
"MM/dd/yy
"UnlitGeneric"\n{\n\t"$basetexture"\t"%s%s%c%s%s"\n\t"$translucent" 1\n\t"$vertexcolor" 1\n\t"$vertexalpha" 1\n\t"$no_fullbright" 1\n\t"$ignorez" 1\n\t"$nolod" 1\n}\n
"UnlitGeneric"\n{\n\t// Original shader: BaseTimesVertexColorAlphaBlendNoOverbright\n\t"$translucent" 1\n\t"$basetexture" "VGUI\logos\%s"\n\t"$vertexcolor" 1\n\t"$vertexalpha" 1\n\t"$no_fullbright" 1\n\t"$ignorez" 1\n}\n
"aoetarget_array"
"origin"\t"%.1f, %.1f, %.1f"\n
"player_array"
# of control points to set
#%s_DESC
#%s_NAME
#7cl_phys_timescale
#9fm
#=#GameUI_Icons_%s
#>HeadlineBG
#ASUI_GameSettings_MP_%s
#ASUI_GameSettings_Solo
#ASUI_GameType_Campaign
#ASUI_GameType_Single_Mission
#ASUI_Select_Campaign
#ASUI_Select_Campaign_tt
#ASUI_Select_Mission
#ASUI_Select_Mission_tt
#ASWMainMenu_Tutorial
#ASW_Custom_Music_Col_Album
#ASW_Custom_Music_Col_Artist
#ASW_Custom_Music_Col_Genre
#Achievement_Earned
#Cancel
#Console_Submit
#Console_Title
#D5p
#DisconnectReason_LostConnectionToLIVE
#DisconnectReason_PlayerRemovedFromSession
#DisconnectReason_Unknown
#FileOpenDialog_Cancel
#FileOpenDialog_Col_Attributes
#FileOpenDialog_Col_DateCreated
#FileOpenDialog_Col_DateModified
#FileOpenDialog_Col_Name
#FileOpenDialog_Col_Size
#FileOpenDialog_Col_Type
#FileOpenDialog_Directory_Name
#FileOpenDialog_FileType_Folder
#FileOpenDialog_File_name
#FileOpenDialog_File_type
#FileOpenDialog_Look_in
#FileOpenDialog_NewFolderPrompt
#FileOpenDialog_NewFolder_DefaultName
#FileOpenDialog_NewFolder_InputTitle
#FileOpenDialog_Open
#FileOpenDialog_Save
#FileOpenDialog_Select
#FileOpenDialog_ToolTip_NewFolder
#FileOpenDialog_ToolTip_OpenInExplorerButton
#FileOpenDialog_ToolTip_Up
#Frame_Untitled
#GAMEUI_CommentaryDialogTitle
#GameUI_16XQ_CSAA
#GameUI_16X_CSAA
#GameUI_2Speakers
#GameUI_2X
#GameUI_4Speakers
#GameUI_4X
#GameUI_5Speakers
#GameUI_6X
#GameUI_7Speakers
#GameUI_8X
#GameUI_8X_CSAA
#GameUI_AdjustGamma
#GameUI_AdvancedEllipsis
#GameUI_All_Images
#GameUI_Anisotropic16X
#GameUI_Anisotropic2X
#GameUI_Anisotropic4X
#GameUI_Anisotropic8X
#GameUI_Apply
#GameUI_AspectNormal
#GameUI_AspectWide16x10
#GameUI_AspectWide16x9
#GameUI_Audio
#GameUI_Auto
#GameUI_BMP_Images
#GameUI_Bilinear
#GameUI_BoostMicrophone
#GameUI_Cancel
#GameUI_ChangeLanguageRestart_CancelButton
#GameUI_ChangeLanguageRestart_Info
#GameUI_ChangeLanguageRestart_OkButton
#GameUI_ChangeLanguageRestart_Title
#GameUI_Close
#GameUI_Console_StorageRemovedTitle
#GameUI_Console_UserSettings
#GameUI_CrosshairColor_Blue
#GameUI_CrosshairColor_Green
#GameUI_CrosshairColor_Red
#GameUI_CrosshairScale
#GameUI_Dark
#GameUI_Difficulty
#GameUI_Disconnected
#GameUI_DownloadFilter_
#GameUI_DownloadFilter_%s
#GameUI_DownloadFilter_ALL
#GameUI_DownloadFilter_NoSounds
#GameUI_DownloadFilter_None
#GameUI_EnableOpenMic
#GameUI_EnableVoice
#GameUI_Fullscreen
#GameUI_Gamma
#GameUI_Headphones
#GameUI_High
#GameUI_HighModels
#GameUI_HudQuickInfo
#GameUI_Icons_A_3DBUTTON
#GameUI_Icons_B_3DBUTTON
#GameUI_Icons_DOWN_ARROW
#GameUI_Icons_DOWN_ARROW_HIGHLIGHT
#GameUI_Icons_LEFT_ARROW
#GameUI_Icons_NONE
#GameUI_Icons_RIGHT_ARROW
#GameUI_Icons_UP_ARROW
#GameUI_Icons_UP_ARROW_HIGHLIGHT
#GameUI_Icons_VOICE_IDLE
#GameUI_Icons_VOICE_MUTED
#GameUI_Icons_VOICE_OFF
#GameUI_Icons_VOICE_TALKING
#GameUI_ImportSprayEllipsis
#GameUI_ImportSprayImage
#GameUI_JPEG_Images
#GameUI_Joystick
#GameUI_JoystickLookSpeedPitch
#GameUI_JoystickLookSpeedYaw
#GameUI_JoystickPitchSensitivity
#GameUI_JoystickSouthpaw
#GameUI_JoystickYawSensitivity
#GameUI_KeyButton
#GameUI_Keyboard
#GameUI_KeyboardAdvanced_Title
#GameUI_KeyboardSettings
#GameUI_KeyboardSettingsText
#GameUI_Language_
#GameUI_Language_%s
#GameUI_Language_Danish
#GameUI_Language_Dutch
#GameUI_Language_English
#GameUI_Language_Finnish
#GameUI_Language_French
#GameUI_Language_German
#GameUI_Language_Italian
#GameUI_Language_Japanese
#GameUI_Language_Korean
#GameUI_Language_Norwegian
#GameUI_Language_Polish
#GameUI_Language_Portuguese
#GameUI_Language_Russian
#GameUI_Language_Simplified_Chinese
#GameUI_Language_Spanish
#GameUI_Language_Swedish
#GameUI_Language_Thai
#GameUI_Language_Traditional_Chinese
#GameUI_Large
#GameUI_LaunchBenchmark
#GameUI_Light
#GameUI_Low
#GameUI_Medium
#GameUI_MicrophoneVolume
#GameUI_Mouse
#GameUI_MouseFilter
#GameUI_MouseSensitivity
#GameUI_Multiplayer
#GameUI_MultiplayerAdvanced
#GameUI_MusicVolume
#GameUI_NoClosedCaptions
#GameUI_None
#GameUI_OK
#GameUI_Options
#GameUI_Portal
#GameUI_PortalDepth0
#GameUI_PortalDepth1
#GameUI_PortalDepth2
#GameUI_PortalDepth3
#GameUI_PortalDepth4
#GameUI_PortalDepth5
#GameUI_PortalDepth6
#GameUI_PortalDepth7
#GameUI_PortalDepth8
#GameUI_PortalDepth9
#GameUI_PortalFunnel
#GameUI_PrimaryColor
#GameUI_ReceiveVolume
#GameUI_RefreshLogin_Login
#GameUI_RetryingConnectionToServer
#GameUI_ReverseJoystick
#GameUI_ReverseMouse
#GameUI_SecondaryColor
#GameUI_SettingRequiresDisconnect_Info
#GameUI_SettingRequiresDisconnect_Title
#GameUI_SkillEasy
#GameUI_SkillHard
#GameUI_SkillNormal
#GameUI_Small
#GameUI_SoundEffectVolume
#GameUI_Spray_Import_Error_BMP_Format_Not_Supported
#GameUI_Spray_Import_Error_Cant_Load_VTEX_DLL
#GameUI_Spray_Import_Error_Image_File_Corrupt
#GameUI_Spray_Import_Error_Memory
#GameUI_Spray_Import_Error_Reading_Image
#GameUI_Spray_Import_Error_TGA_Format_Not_Supported
#GameUI_Spray_Import_Error_Title
#GameUI_Spray_Import_Error_Writing_Output
#GameUI_Spray_Import_Error_Writing_Temp_Output
#GameUI_Spray_Import_Image_Wrong_Size
#GameUI_StopTestMicrophone
#GameUI_Subtitles
#GameUI_SubtitlesAndSoundEffects
#GameUI_TGA_Images
#GameUI_TestMicrophone
#GameUI_TestSpeakersWarning_CancelButton
#GameUI_TestSpeakersWarning_Info
#GameUI_TestSpeakersWarning_OkButton
#GameUI_TestSpeakersWarning_Title
#GameUI_ThirdPartyAudio_Title
#GameUI_ThirdPartyTechCredits
#GameUI_ThirdPartyVideo_Title
#GameUI_Translucent
#GameUI_Trilinear
#GameUI_VTF_Images
#GameUI_Video
#GameUI_VideoAdvanced_Title
#GameUI_Voice
#GameUI_VoiceReceiveVolume
#GameUI_VoiceThreshold
#GameUI_VoiceTransmitVolume
#GameUI_Windowed
#GameUI_hdr_level0
#GameUI_hdr_level1
#GameUI_hdr_level2
#HL_Name_Change
#InviteError_NoMultiplayer1
#InviteError_NotOnline1
#InviteError_SameConsole1
#InviteError_Unknown
#L4D2360_JoinError_OtherTitle_Modded
#L4D360UI_Access_%s
#L4D360UI_Access_Friends
#L4D360UI_Access_Invite
#L4D360UI_Access_Public
#L4D360UI_Achievement_Progress
#L4D360UI_AddonAssociation_Failure_Description
#L4D360UI_AddonAssociation_Failure_DoNotAsk
#L4D360UI_AddonAssociation_Failure_Title
#L4D360UI_Addon_By
#L4D360UI_Addon_None_Specified
#L4D360UI_Addon_Type_Boss
#L4D360UI_Addon_Type_Campaign
#L4D360UI_Addon_Type_Common
#L4D360UI_Addon_Type_Map
#L4D360UI_Addon_Type_Music
#L4D360UI_Addon_Type_Props
#L4D360UI_Addon_Type_Script
#L4D360UI_Addon_Type_Skin
#L4D360UI_Addon_Type_Sound
#L4D360UI_Addon_Type_Survivor
#L4D360UI_Addon_Type_Weapon
#L4D360UI_AudioOptions_CaptionOff
#L4D360UI_AudioOptions_CaptionOn
#L4D360UI_AudioOptions_CaptionSubtitles
#L4D360UI_AudioVideo
#L4D360UI_AudioVideo_Desc
#L4D360UI_AudioVideo_Title
#L4D360UI_Back
#L4D360UI_BootPlayer
#L4D360UI_CampaignName_Unknown
#L4D360UI_Cancel
#L4D360UI_ChangeDifficulty
#L4D360UI_ChangeScenario
#L4D360UI_ChangeScenario_Tip
#L4D360UI_ChapterSelect_Description
#L4D360UI_ChapterSelect_Title
#L4D360UI_Chapter_
#L4D360UI_Chapter_%d
#L4D360UI_Cloud_KeepInSync_Tip
#L4D360UI_ColorMode_LCD
#L4D360UI_ColorMode_Television
#L4D360UI_Commentary_Explanation
#L4D360UI_Controller
#L4D360UI_ControllerVibration0
#L4D360UI_ControllerVibration1
#L4D360UI_ControllerVibration2
#L4D360UI_ControllerVibration3
#L4D360UI_ControllerVibration4
#L4D360UI_ControllerVibration5
#L4D360UI_Controller_Attack
#L4D360UI_Controller_Buttons_Config1
#L4D360UI_Controller_Buttons_Config2
#L4D360UI_Controller_Buttons_Config3
#L4D360UI_Controller_Buttons_Config4
#L4D360UI_Controller_Buttons_Title
#L4D360UI_Controller_Crouch
#L4D360UI_Controller_Default
#L4D360UI_Controller_Default_Details
#L4D360UI_Controller_Desc
#L4D360UI_Controller_Done
#L4D360UI_Controller_Edit_Keys_Buttons
#L4D360UI_Controller_Hold
#L4D360UI_Controller_Inverted
#L4D360UI_Controller_Jump
#L4D360UI_Controller_LastInv
#L4D360UI_Controller_Lookspin
#L4D360UI_Controller_Melee
#L4D360UI_Controller_Normal
#L4D360UI_Controller_Reload
#L4D360UI_Controller_Sticks_Default
#L4D360UI_Controller_Sticks_Legacy
#L4D360UI_Controller_Sticks_Legacy_Southpaw
#L4D360UI_Controller_Sticks_Southpaw
#L4D360UI_Controller_Sticks_Title
#L4D360UI_Controller_Title
#L4D360UI_Controller_Toggle
#L4D360UI_Controller_Tooltip_Sticks_Default
#L4D360UI_Controller_Tooltip_Sticks_Legacy
#L4D360UI_Controller_Tooltip_Sticks_Legacy_Southpaw
#L4D360UI_Controller_Tooltip_Sticks_Southpaw
#L4D360UI_Controller_Use
#L4D360UI_Controller_Vocalize
#L4D360UI_Controller_Zoom
#L4D360UI_Credits
#L4D360UI_CustomCampaign_Author
#L4D360UI_CustomCampaign_Website
#L4D360UI_Difficulty_
#L4D360UI_Difficulty_%s
#L4D360UI_Difficulty_%s_%s
#L4D360UI_Difficulty_easy
#L4D360UI_Difficulty_hard
#L4D360UI_Difficulty_imba
#L4D360UI_Difficulty_insane
#L4D360UI_Difficulty_normal
#L4D360UI_Disabled
#L4D360UI_DisabledDefault
#L4D360UI_Done
#L4D360UI_DownloadCampaign_Campaign
#L4D360UI_Downloads
#L4D360UI_Enabled
#L4D360UI_EnabledDefault
#L4D360UI_FoudGames_CreateNew_%s
#L4D360UI_FoundFriendGames_Title_%s
#L4D360UI_FoundGames_%sIn%s
#L4D360UI_FoundGames_AllGames
#L4D360UI_FoundGames_Author
#L4D360UI_FoundGames_GameCount
#L4D360UI_FoundGames_GameCountInProgress
#L4D360UI_FoundGames_GameCountInProgress_1
#L4D360UI_FoundGames_GameCount_1
#L4D360UI_FoundGames_LobbyCount
#L4D360UI_FoundGames_LobbyCount_1
#L4D360UI_FoundGames_NoGamesFound
#L4D360UI_FoundGames_NoGamesFound_%s
#L4D360UI_FoundGames_Players
#L4D360UI_FoundGames_Searching
#L4D360UI_FoundGames_WebSite
#L4D360UI_FoundGroupGames_Subtitle
#L4D360UI_FoundGroupGames_Title%s%s
#L4D360UI_FoundPublicGames_Header
#L4D360UI_FoundPublicGames_Header_Survival
#L4D360UI_FoundPublicGames_Status
#L4D360UI_FoundPublicGames_Status_None
#L4D360UI_FoundPublicGames_Subtitle_%s
#L4D360UI_FoundPublicGames_Title_%s
#L4D360UI_Game
#L4D360UI_GameOptions
#L4D360UI_GameSettings_Current_Difficulty
#L4D360UI_Gamerscore_Progress
#L4D360UI_Gore_High
#L4D360UI_Gore_Low
#L4D360UI_HardcoreFF
#L4D360UI_InGameMainMenu_CallAVote
#L4D360UI_Installer_Loading
#L4D360UI_Kick
#L4D360UI_Leaderboard_Subtitle_Survival_Friends
#L4D360UI_Leaderboard_Subtitle_Survival_Global
#L4D360UI_Leaderboard_Title
#L4D360UI_LeaveInviteConf
#L4D360UI_LeaveInviteConfTxt
#L4D360UI_LeaveLobbyConf
#L4D360UI_LeaveMultiplayerConf
#L4D360UI_LeaveMultiplayerConfMsg
#L4D360UI_LegacyOff
#L4D360UI_LegacyOn
#L4D360UI_LevelName_Unknown
#L4D360UI_Loading_GameMode_%s
#L4D360UI_Lobby_%sVoiceChat
#L4D360UI_Lobby_%sVoiceChat_Tip
#L4D360UI_Lobby_Access_Changed_%s
#L4D360UI_Lobby_Become_Leader
#L4D360UI_Lobby_Become_Leader_Self
#L4D360UI_Lobby_ChatPrompt
#L4D360UI_Lobby_LeaderLine
#L4D360UI_Lobby_LeaveLobby
#L4D360UI_Lobby_MissingContent
#L4D360UI_Lobby_MissingContent_Message
#L4D360UI_Lobby_NotInJoinableGame
#L4D360UI_Lobby_Player_Joined
#L4D360UI_Lobby_Player_Left
#L4D360UI_Lobby_TeamLeaderLine
#L4D360UI_Lobby_Title_%s
#L4D360UI_Lobby_Unknown_Campaign
#L4D360UI_LookSensitivity1
#L4D360UI_LookSensitivity2
#L4D360UI_LookSensitivity3
#L4D360UI_LookSensitivity4
#L4D360UI_LookSensitivity5
#L4D360UI_MainMenu_DemoVersion
#L4D360UI_MainMenu_FriendsPlaying
#L4D360UI_MainMenu_Quit_Confirm
#L4D360UI_MainMenu_Quit_ConfirmMsg
#L4D360UI_MainMenu_SeeAll
#L4D360UI_MainMenu_SplitscreenChangeConfMsg
#L4D360UI_MainMenu_SplitscreenDisableConf
#L4D360UI_MainMenu_SplitscreenDisableConfMsg
#L4D360UI_MainMenu_SteamGroupServers
#L4D360UI_MainMenu_SurvivalLeaderboards_Tip_Disabled
#L4D360UI_MainMenu_Tooltip_QuickJoinItem
#L4D360UI_Mode_%s
#L4D360UI_Mode_offline_SP
#L4D360UI_Mode_offline_SS
#L4D360UI_MsgBx_AchievementNotWritten
#L4D360UI_MsgBx_AchievementNotWrittenTitle
#L4D360UI_MsgBx_AttractDeviceCorruptC
#L4D360UI_MsgBx_AttractDeviceCorruptTxt
#L4D360UI_MsgBx_AttractDeviceFullC
#L4D360UI_MsgBx_AttractDeviceFullTxt
#L4D360UI_MsgBx_AttractDeviceNoneC
#L4D360UI_MsgBx_AttractDeviceNoneTxt
#L4D360UI_MsgBx_ConfirmGuestC
#L4D360UI_MsgBx_ControllerUnplugged
#L4D360UI_MsgBx_ControllerUnpluggedTitle
#L4D360UI_MsgBx_DisconnectedFromServer
#L4D360UI_MsgBx_DisconnectedFromSession
#L4D360UI_MsgBx_DisconnectedLeaderLeft
#L4D360UI_MsgBx_DlcCorruptTxt
#L4D360UI_MsgBx_DlcMountedTxt
#L4D360UI_MsgBx_LoginRequired
#L4D360UI_MsgBx_SignInChange
#L4D360UI_MsgBx_SignInChangeC
#L4D360UI_MsgBx_SteamRequired
#L4D360UI_MsgBx_StorageDeviceRemoved
#L4D360UI_Multiplayer_Cutsom_Logo
#L4D360UI_MutePlayer
#L4D360UI_My_CustomCampaigns
#L4D360UI_My_CustomCampaigns_Desc
#L4D360UI_No_Addons_Installed
#L4D360UI_No_CustomCampaigns_Installed
#L4D360UI_No_CustomCampaigns_Installed_%s
#L4D360UI_Not_Joinable_Mod
#L4D360UI_Ok
#L4D360UI_OnslaughtDisabled
#L4D360UI_OnslaughtEnabled
#L4D360UI_OpenMic
#L4D360UI_Options
#L4D360UI_PasswordEntry_Prompt
#L4D360UI_PasswordEntry_Title
#L4D360UI_PushToTalk
#L4D360UI_QuickMatch
#L4D360UI_QuickMatch_Offline_Tip
#L4D360UI_QuickMatch_Tip
#L4D360UI_QuickStart
#L4D360UI_RegularFF
#L4D360UI_RestartScenario
#L4D360UI_ReviewPlayer
#L4D360UI_RoundLimit_
#L4D360UI_Scroll_Progress
#L4D360UI_Select
#L4D360UI_SendMessage
#L4D360UI_ServerType_
#L4D360UI_ServerType_%s
#L4D360UI_ShowAchievements
#L4D360UI_ShowUnlockableAwards
#L4D360UI_SignIn_TitleNo
#L4D360UI_Some_CustomCampaigns_Installed_%s
#L4D360UI_SplitScreenDirection_Default
#L4D360UI_SplitScreenDirection_Horizontal
#L4D360UI_SplitScreenDirection_Vertical
#L4D360UI_Stat_TeamSearch_Time_Nmin
#L4D360UI_Stat_TeamSearch_Time_Nsec
#L4D360UI_SteamOverlay_Text
#L4D360UI_SteamOverlay_Title
#L4D360UI_Storage
#L4D360UI_UnMutePlayer
#L4D360UI_Unknown
#L4D360UI_VideoOptions_Paged_Pool_Mem
#L4D360UI_VideoOptions_Paged_Pool_Mem_Info
#L4D360UI_VideoOptions_Windowed_NoBorder
#L4D360UI_ViewGamerCard
#L4D360UI_ViewSteamID
#L4D360UI_ViewSteamStats
#L4D360UI_VoteOptions
#L4D360UI_WaitScreen_GameFull
#L4D360UI_WaitScreen_GameInFinale
#L4D360UI_WaitScreen_GamePrivate
#L4D360UI_WaitScreen_JoiningParty
#L4D360UI_WaitScreen_SignOnSucceded
#L4D360UI_XboxLive
#L4D360UI_briefing
#L4D360UI_ingame
#L4D_Default_Hostname
#L4D_ServerShutdownIdle
#MatchLobby_ending
#MatchLobby_loading
#MatchLobby_matching
#MatchLobby_matching_dedicated
#MatchLobby_matching_peerserver
#MatchLobby_matching_searcherror
#MatchLobby_matching_searchidle
#MatchLobby_matching_searchlinked
#MatchLobby_matching_searchresult
#MatchLobby_starting
#Matchmaking_NoResultsCreating
#Matchmaking_SearchResults
#Matchmaking_SearchResults1
#Matchmaking_SearchResults2
#Matchmaking_SearchResults3
#Matchmaking_creating
#Matchmaking_joining
#Matchmaking_searching
#MessageBox_Cancel
#MessageBox_OK
#Player
#PlayerDeath
#PlayerName
#PlayerPing
#PlayerScore
#PropertyDialog_Apply
#PropertyDialog_Cancel
#PropertyDialog_OK
#QueryBox_Cancel
#SessionError_Connect
#SessionError_Create
#SessionError_DLC_Required%s_%d
#SessionError_DLC_RequiredTitle_%d
#SessionError_Full
#SessionError_Kicked
#SessionError_Lock
#SessionError_Migrate
#SessionError_NoMap
#SessionError_NotAvailable
#SessionError_SteamServersDisconnected
#SessionError_TU_RequiredMessage
#SessionError_TU_RequiredTitle
#SessionError_TU_Required_%s
#SessionError_Unknown
#Spec_Map
#Spec_Mode0
#Spec_Mode1
#Spec_Mode2
#Spec_Mode3
#Spec_Mode4
#Spec_Mode5
#Spec_Modes
#Spec_Options
#Spec_PlayerItem
#Spec_PlayerItem_Team
#Spectators
#SysMenu_Close
#SysMenu_Maximize
#SysMenu_Minimize
#TextEntry_AppendText
#TextEntry_ConversionMode
#TextEntry_Copy
#TextEntry_Cut
#TextEntry_Language
#TextEntry_Paste
#TextEntry_PrependText
#TextEntry_ReplaceText
#TextEntry_SentenceMode
#VAC_ConnectionRefusedTitle
#VGui_Cancel
#VGui_OK
#Valve_Blue
#Valve_Brown
#Valve_Dkgray
#Valve_Green
#Valve_Ltblue
#Valve_Ltgray
#Valve_Orange
#Valve_Red
#Valve_Yellow
#Voice
#asw_360_a
#asw_360_b
#asw_360_back
#asw_360_dpad_down
#asw_360_dpad_left
#asw_360_dpad_right
#asw_360_dpad_up
#asw_360_left_bumper
#asw_360_left_stick_down
#asw_360_left_stick_in
#asw_360_left_stick_left
#asw_360_left_stick_right
#asw_360_left_stick_up
#asw_360_left_trigger
#asw_360_right_bumper
#asw_360_right_stick_down
#asw_360_right_stick_in
#asw_360_right_stick_left
#asw_360_right_stick_right
#asw_360_right_stick_up
#asw_360_right_trigger
#asw_360_start
#asw_360_x
#asw_360_y
#asw_MailAccount
#asw_SynTekAccount
#asw_SynTekAtmosphere
#asw_SynTekAtmospherics
#asw_SynTekBackButton
#asw_SynTekCoolingTowerLabel
#asw_SynTekDocs
#asw_SynTekDownloadDocsComplete
#asw_SynTekDownloadingDocs
#asw_SynTekDrivingPistonsLabel
#asw_SynTekEfficiencyNameLabel
#asw_SynTekEmergencyCoolantLabel
#asw_SynTekEnergyBusLabel
#asw_SynTekEnergyNameLabel
#asw_SynTekFlagLabel0
#asw_SynTekFlagLabel1
#asw_SynTekFlagLabel10
#asw_SynTekFlagLabel11
#asw_SynTekFlagLabel2
#asw_SynTekFlagLabel3
#asw_SynTekFlagLabel4
#asw_SynTekFlagLabel5
#asw_SynTekFlagLabel6
#asw_SynTekFlagLabel7
#asw_SynTekFlagLabel8
#asw_SynTekFlagLabel9
#asw_SynTekHeatExchangerLabel
#asw_SynTekMail
#asw_SynTekMailAccount
#asw_SynTekMailDate
#asw_SynTekMailFrom
#asw_SynTekMailInbox
#asw_SynTekMailOutbox
#asw_SynTekMailSubject
#asw_SynTekMegacorp
#asw_SynTekMoreButton
#asw_SynTekNews
#asw_SynTekPDA
#asw_SynTekPrimaryCoolantLabel
#asw_SynTekReactorLabel
#asw_SynTekReactorOfflineLabel
#asw_SynTekReactorOnlineLabel
#asw_SynTekReactorStatusLabel
#asw_SynTekScrollLine%d
#asw_SynTekSecondaryCoolantLabel
#asw_SynTekSecurityCam
#asw_SynTekSecurityCam1
#asw_SynTekSlogan1
#asw_SynTekSlogan2
#asw_SynTekSlogan3
#asw_SynTekSlogan4
#asw_SynTekSlogan5
#asw_SynTekStocks
#asw_SynTekTemperaturesLabel
#asw_SynTekTurret1
#asw_access_granted
#asw_access_pda
#asw_accuracy_skill
#asw_accuracy_skill_desc
#asw_achievement_progress
#asw_agility
#asw_agility_desc
#asw_ammo_autogun
#asw_ammo_autogun_full
#asw_ammo_chainsaw
#asw_ammo_chainsaw_full
#asw_ammo_flamer
#asw_ammo_flamer_full
#asw_ammo_label
#asw_ammo_mining_laser
#asw_ammo_mining_laser_full
#asw_ammo_pdw
#asw_ammo_pdw_full
#asw_ammo_pistol
#asw_ammo_pistol_full
#asw_ammo_railgun
#asw_ammo_railgun_full
#asw_ammo_rifle
#asw_ammo_rifle_full
#asw_ammo_shotgun
#asw_ammo_shotgun_full
#asw_ammo_vindicator
#asw_ammo_vindicator_full
#asw_assemble_sentry
#asw_assembling_sentry
#asw_autogunsk
#asw_autogunsk_desc
#asw_beat_speedrun_format
#asw_best_kills_format
#asw_best_time_format
#asw_briefing_no_map
#asw_button_continue
#asw_button_credits
#asw_button_new_campaign
#asw_button_next
#asw_button_prev
#asw_button_ready
#asw_button_restart
#asw_button_restart_mis
#asw_buzzer
#asw_buzzers
#asw_cain_mail_%d
#asw_campaign_initializing
#asw_campaign_not_installed
#asw_campaign_vote
#asw_cannot_carry_two
#asw_cheated
#asw_chooser_close
#asw_close
#asw_combatdrugs
#asw_combatdrugs_desc
#asw_computer_access_denied
#asw_computer_insufficient_rights
#asw_current_mission_vote
#asw_current_mission_vote_not_installed
#asw_current_saved_vote
#asw_current_vote
#asw_debrief_complete
#asw_debrief_failed
#asw_default_debrief
#asw_delete_save
#asw_destroy
#asw_difficulty_carnage
#asw_difficulty_chooser_easy
#asw_difficulty_chooser_easyd
#asw_difficulty_chooser_hard
#asw_difficulty_chooser_hardd
#asw_difficulty_chooser_imba
#asw_difficulty_chooser_imbad
#asw_difficulty_chooser_insane
#asw_difficulty_chooser_insaned
#asw_difficulty_chooser_normal
#asw_difficulty_chooser_normald
#asw_difficulty_easy
#asw_difficulty_hard
#asw_difficulty_hardcore
#asw_difficulty_imba
#asw_difficulty_insane
#asw_difficulty_normal
#asw_difficulty_uber
#asw_disassemble_sentry
#asw_door_fully_reinforced
#asw_door_reinforced
#asw_door_reinforcing
#asw_door_sealed
#asw_door_sealing
#asw_door_unsealed
#asw_door_unsealing
#asw_drone
#asw_drone_jumper
#asw_drone_jumpers
#asw_drones
#asw_egg
#asw_eggs
#asw_engineering
#asw_engineering_desc
#asw_exit_panel
#asw_experience_level
#asw_experience_report_tab
#asw_fail_advice_died_alone
#asw_fail_advice_friendly_fire
#asw_fail_advice_hacker_damaged
#asw_fail_advice_ignored_adrenaline
#asw_fail_advice_ignored_healing
#asw_fail_advice_ignored_lighting
#asw_fail_advice_ignored_secondary
#asw_fail_advice_ignored_welder
#asw_fail_advice_infested
#asw_fail_advice_infested_lots
#asw_fail_advice_loadout
#asw_fail_advice_low_ammo
#asw_fail_advice_no_medics
#asw_fail_advice_routes
#asw_fail_advice_shield_bug
#asw_fail_advice_slow_progression
#asw_fail_advice_swarmed
#asw_fail_advice_wasted_heals
#asw_force_continuem
#asw_force_ready
#asw_force_ready_delayed
#asw_force_restartm
#asw_force_startm
#asw_force_wait
#asw_full_ammo_drop
#asw_galactic_map_anhaven_ruins
#asw_galactic_map_chosen
#asw_galactic_map_core_systems
#asw_galactic_map_enigma_research_group
#asw_galactic_map_frontier_pharmaceuticals
#asw_galactic_map_hatal_9
#asw_galactic_map_humanist_protectorate
#asw_galactic_map_iaf_academy
#asw_galactic_map_infested_systems
#asw_galactic_map_jacobs_rest
#asw_galactic_map_paradise_supplies
#asw_galactic_map_penitentiary_cluster
#asw_galactic_map_syntek_megacorporation
#asw_galactic_map_trust_media_hub
#asw_galactic_map_united_industries
#asw_galactic_map_void
#asw_give_autogun_ammo
#asw_give_flamer_ammo
#asw_give_pdw_ammo
#asw_give_pistol_ammo
#asw_give_railgun_ammo
#asw_give_rifle_ammo
#asw_give_shotgun_ammo
#asw_give_vindicator_ammo
#asw_grenades
#asw_grenades_desc
#asw_grub
#asw_grubs
#asw_hack_comp
#asw_hack_panel
#asw_hacking
#asw_hacking_access_logged
#asw_hacking_desc
#asw_hacking_tumbler_alignment
#asw_hacking_tumbler_rejected_1
#asw_hacking_tumbler_rejected_2
#asw_hacking_tumbler_rejected_3
#asw_hacking_tumbler_rejected_4
#asw_hacking_tumbler_rejected_5
#asw_hacking_tumbler_rejected_6
#asw_hacking_tumbler_rejected_7
#asw_hacking_tumbler_status
#asw_hacking_tumbler_title
#asw_hardcore_ff
#asw_harvester
#asw_harvesters
#asw_healing
#asw_healing_desc
#asw_health
#asw_health_desc
#asw_holdout_complete
#asw_holdout_hud_score
#asw_holdout_hud_wave
#asw_holdout_wave_announce
#asw_holdout_wave_complete
#asw_host_name
#asw_hud_adrenaline
#asw_hud_you_died
#asw_ingame_restart_title
#asw_kia
#asw_kill
#asw_kill_goo_objective_format
#asw_kill_objective_format
#asw_lan_server
#asw_leadership
#asw_leadership_desc
#asw_level_requirement
#asw_level_up
#asw_load_campaign
#asw_log_off
#asw_low_ammo
#asw_maint_panel
#asw_max_players
#asw_medal%d
#asw_medals_title
#asw_medaltt%d
#asw_melee
#asw_melee_desc
#asw_menu_create_server
#asw_menu_singleplayer
#asw_mission_difficulty
#asw_mission_failed
#asw_mission_launch_in
#asw_mission_not_installed
#asw_mouse1
#asw_mouse2
#asw_mouse3
#asw_mouse_wheel_down
#asw_mouse_wheel_up
#asw_music_import_dialog
#asw_music_types
#asw_newbest_kills_format
#asw_newbest_time_format
#asw_next_weapon_unlock
#asw_no_ammo
#asw_no_live_tech
#asw_no_power
#asw_no_votes
#asw_not_enough_ammo_drop
#asw_nuclear_detonation
#asw_nuclear_detonationi
#asw_nuclear_warning
#asw_objective_titlef
#asw_objectives
#asw_override_security
#asw_parasite
#asw_parasites
#asw_pick_stim_music
#asw_piercingbullets
#asw_piercingbullets_desc
#asw_player_list_kick_check
#asw_player_list_leader_check
#asw_player_list_marines
#asw_player_list_ping
#asw_player_list_player
#asw_points
#asw_points_desc
#asw_powerup_requires_bulletammo
#asw_reloading
#asw_reloading_desc
#asw_requires_medic
#asw_requires_sw
#asw_saved_vote
#asw_scanner
#asw_scanner_desc
#asw_select_campaign
#asw_select_difficulty
#asw_select_saved_campaign
#asw_select_single_mission
#asw_server_options
#asw_server_password
#asw_shieldbug
#asw_shieldbugs
#asw_show_all_files
#asw_single_mission
#asw_so_centralcredit
#asw_so_dominic
#asw_so_enigma
#asw_so_frontier
#asw_so_nanoproc
#asw_so_paradise
#asw_so_phinvest
#asw_so_premier
#asw_so_solar
#asw_so_stellar
#asw_so_syntek
#asw_so_teltech
#asw_so_trust
#asw_so_united
#asw_spectating_marine
#asw_spectating_player
#asw_start_campaign
#asw_start_vote
#asw_stats_tab
#asw_status_block_0
#asw_status_block_1
#asw_status_block_2
#asw_status_block_3
#asw_status_block_4
#asw_status_block_5
#asw_status_block_6
#asw_status_block_7
#asw_stim_music_types
#asw_stock_change
#asw_stock_name
#asw_stock_symbol
#asw_stock_value
#asw_stock_volume
#asw_stopping
#asw_stopping_desc
#asw_suggest_easier
#asw_suggest_harder
#asw_summary
#asw_swap_weapon_format
#asw_syntek_pda
#asw_t75_arm
#asw_t75_armed
#asw_take_ammo_autogun
#asw_take_ammo_chainsaw
#asw_take_ammo_flamer
#asw_take_ammo_mining_laser
#asw_take_ammo_pdw
#asw_take_ammo_pistol
#asw_take_ammo_railgun
#asw_take_ammo_rifle
#asw_take_ammo_shotgun
#asw_take_ammo_vindicator
#asw_take_pow_chem_bullets
#asw_take_pow_elec_bullets
#asw_take_pow_explo_bullets
#asw_take_pow_fire_bullets
#asw_take_pow_freeze_bullets
#asw_take_pow_inc_speed
#asw_take_weapon_format
#asw_terminal_access
#asw_time_left
#asw_turn_sentry
#asw_turret_text_top_left
#asw_turret_text_top_right
#asw_unlocked_carnage
#asw_unlocked_format
#asw_unlocked_hardcore
#asw_unlocked_uber_format
#asw_unofficial_map
#asw_unspent_points
#asw_use_ammo_drop
#asw_use_icon_format
#asw_use_panel
#asw_vindicator
#asw_vindicator_desc
#asw_vote_mission_title
#asw_vote_no
#asw_vote_saved_title
#asw_vote_server
#asw_vote_yes
#asw_weapon_altfire_NA
#asw_weapon_altfire_none
#asw_weapon_details_altfire
#asw_weapon_details_clipsize
#asw_weapon_details_firepower
#asw_weapon_details_firerate
#asw_weapon_details_notes
#asw_weapon_details_reload
#asw_weapon_details_required_level
#asw_weapon_details_seconds
#asw_weapon_null_line
#asw_weapon_unlocked
#asw_weather_broken_cloud_r
#asw_weather_cloud
#asw_weather_few_cloud_r
#asw_weather_humidity
#asw_weather_humidity_r
#asw_weather_pressure
#asw_weather_pressure_r
#asw_weather_temp
#asw_weather_temp_r
#asw_weather_vis
#asw_weather_vis_r
#asw_weather_warning
#asw_weather_weather_light
#asw_weather_weather_moderate
#asw_weather_wind
#asw_weather_wind_r
#asw_wire_1_label
#asw_xenowound
#asw_xenowound_desc
#asw_xp_damage_taken
#asw_xp_friendly_fire
#asw_xp_hacking
#asw_xp_healing
#asw_xp_kills
#asw_xp_mission
#asw_xp_time
#asw_xp_total
#asw_yes_votes
#asw_you_voted_no
#asw_you_voted_yes
#base
#base is NULL 
#chat_filterbutton
#chat_say
#empty#
#game_player_changed_name
#game_player_connecting
#game_player_joined_autoteam
#game_player_joined_game
#game_player_joined_team
#game_player_left_game
#game_server_cvar_changed
#gameui_disabled
#gameui_enabled
#gameui_high
#gameui_low
#gameui_medium
#gameui_noreflections
#gameui_paused
#gameui_reflectall
#gameui_reflectonlyworld
#gameui_ultra
#hl2_AmmoFull
#include
#include is NULL 
#int#
#marine_class_medic
#marine_class_officer
#marine_class_sw
#marine_class_sw_short
#marine_class_tech
#nb_campaign_title
#nb_commander_level
#nb_fifth_promotion
#nb_first_promotion
#nb_fourth_promotion
#nb_leader
#nb_mission_details
#nb_mission_options
#nb_mission_prep
#nb_mission_settings
#nb_objective_details
#nb_objectives
#nb_onslaught_title
#nb_overview_map
#nb_promotion_medal_%d
#nb_promotion_medal_1
#nb_promotion_medal_2
#nb_promotion_medal_3
#nb_promotion_medal_4
#nb_promotion_medal_5
#nb_promotion_medal_6
#nb_ready
#nb_second_promotion
#nb_select_mission
#nb_select_offhand
#nb_select_starting_mission
#nb_select_weapon_one
#nb_select_weapon_two
#nb_sixth_promotion
#nb_skill_points_custom
#nb_skill_points_fixed
#nb_start_mission
#nb_third_promotion
#press_to_vote_no
#press_to_vote_yes
#var_
#var_%s
#vgui_ok
$AAInternal1
$AAInternal2
$AAInternal3
$ALPHADEPTH
$C0_X
$C0_Y
$CHEAPWATERENDDISTANCE
$CHEAPWATERSTARTDISTANCE
$HDRCOLORSCALE
$MotionBlurInternal
$MotionBlurViewportInternal
$USINGPIXELSHADER
$alpha
$alphatest
$basetexture
$basetextureoffset
$basetexturescale
$basetexturetransform
$bloomAmount
$bloomEnable
$bloomamount
$bloomexp
$bloomsaturation
$blurredVignetteEnable
$blurredVignetteScale
$c0_x
$c0_y
$c1_x
$c1_y
$colCorrectEnable
$colCorrect_DefaultWeight
$colCorrect_LookupWeights
$colCorrect_NumLookups
$crackmaterial
$depthBlurFocalDistance
$depthBlurStrength
$detail
$detailblendfactor
$detailblendmode
$detailscale
$detailtexturetransform
$entityorigin
$fade
$fadeColor
$fadeToBlackScale
$fadeout
$falloffamount
$falloffdistance
$falloffoffset
$farBlurDepth
$farBlurRadius
$farFocusDepth
$farPlane
$fb_texture
$forcecheap
$forceexpensive
$frame
$gender
$hdrcolorscale
$ignorez
$light_color
$light_position
$lighting
$localContrastEdgeScale
$localContrastScale
$localContrastVignetteEnd
$localContrastVignetteStart
$localcontrastenable
$magnifyCenter
$mode
$model
$nearBlurDepth
$nearBlurRadius
$nearFocusDepth
$nearPlane
$no_fullbright
$nocull
$nofog
$noiseScale
$orientation
$orientationMatrix
$reflectentities
$reflecttexture
$refractamount
$refracttexture
$screenBlurStrength
$spriteRenderMode
$spriteorientation
$spriteorigin
$spritesize
$velocity_texture
$vertexalpha
$vertexcolor
$vomitColor1
$vomitColor2
$vomitEnable
$world_maxs
$world_mins
%-*s  %-*s  %*.2f  %*.1f/%-*d  %*.0f%% 
%.0f fps - %s\n
%.1f %.1f %.1f
%.2X %.2X %.2X %.2X %.2X %.2X %.2X %.2X %.2X %.2X
%.2d:%.2d%s
%.2f                                                                             %.2f                                                                           %.2f
%.2f %.2f %.2f
%.2f %.2f %.2f\n
%.2f%% of pixels above %d%% target @ %4.2f%%  Target Scalar = %4.2f  Min/Max( %4.2f, %4.2f )  Final Scalar: %4.2f
%01d:%02d
%01d:%02d.%02d
%02X 
%02i enabled(%s) blocked(%s) audible(%s) speaking(%s)
%02i speaking(%s) above_threshold(%s)
%02x
%15s %27s (%s / %s)  %14s
%15s %30s(%d) (%5i / %5i bytes): %15s
%15s %30s(%d): %15s
%255s
%255s %255s
%2d (%d)%s%s::%s - %s
%2d (%d)%s::%s - %s
%3.1f/s
%30s\t\t%d\t\t%d\n
%3i fps (%3i, %3i) smth:%4.1f ms frm:%4.1f ms on %s
%3i fps on %s
%3i, %3i, %5.1f\n
%40s: Age: %6.2f, NumActive: %3d, Bounds Center: (%.2f,%.2f,%.2f) (0x%08X)\n
%5.1f,setpos %0.2f %0.2f %0.2f ; setang %0.2f %0.2f %0.2f,setpos %0.2f %0.2f %0.2f ; setang %0.2f %0.2f %0.2f,%3i,%3i,%4.1f,%4.1f,%5.1f\n
%8.3f[%d] %s:  %s
%8.4f : %30s : %5.3f : %4.2f  +\n
%8.4f : %30s : %5.3f : %4.2f : %1d\n
%8.4f : %30s : %5.3f : %4.2f\n
%8.4f : %30s(%d) : %5.3f : %4.2f\n
%CcutoffFraction
%c(%s) %s%c: %s
%d %d %d %d
%d %d CENTER
%d entities in bone setup array. Should have been cleaned up by now\n
%d len(%6.3f) (%6.3f %6.3f %6.3f)
%d runs, %d bytes in runs, %f avg bytes per run\n
%d,%03d
%d,%03d,%03d
%d.%d.%d.%d
%d/%02d/%04d %d:%02d %s
%d:  Reinitialized %i predictable entities\n
%d: fdiff=%f mindiff=%f maxdiff=%f min=%f max=%f ang=%f def=%f
%d_hidden
%d_width
%f %f %f %f
%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
%f EmitSound:  Raw wave emitted '%s' (ent %i) (vol %f)\n
%f: Choosing armed button %s\n
%f: Choosing saved armed button %s\n
%f: Clicked on button with command '%s'\n
%f: Drawmodel render origin %s\n
%f: Playing scanner sound! (not mod 4).\n
%f: Rosetta cursor entered %s at %d,%d\n
%f: Rosetta cursor pos is %d,%d which defaults to CENTER\n
%f: Rosetta cursor pos is %d,%d which is over %s\n
%f: Rosetta warping cursor to %d %d\n
%f: creating fadein panel\n
%i %i %i %i
%i %s %s : %s\n
%i gametitle fade\n
%i x %i (LCD)
%i:%02i
%keywords
%ld%c
%lld
%ls [wstring, len = %d]
%s %d     pos = %f %f %f\n
%s %d   delta = %f %f %f\n
%s %d   start = %f %f %f\n
%s %d  set velocity to %f %f %f\n
%s %d  target = %f %f %f\n
%s %d %d %d %d %d
%s %d iMiscSequence = %d %f %f yaw %f\n
%s %f %f %f;
%s %f %f %f\n
%s %s %dx%d
%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n
%s (%d) : %s\n
%s (leader)
%s : %8.2f:  clearing events\n
%s : %8.2f:  finish %s\n
%s : %8.2f:  ignored %s\n
%s : %8.2f:  start %s
%s : %8.2f:  start %s\n
%s : %s : %s -- %s "%s"
%s : %s : SetSequence\n
%s AE_ALLOW_MOVEMENT\n
%s AE_COMBO_TRANSITION\n
%s AE_MELEE_START_COLLISION_DAMAGE\n
%s AE_MELEE_STOP_COLLISION_DAMAGE\n
%s AE_SKILL_EVENT %s\n
%s AE_START_DETECTING_COMBO\n
%s AE_STOP_DETECTING_COMBO\n
%s DoMeleeDamageTrace\n
%s [seq: %s]
%s directly referenced wave %s (should use game_sounds.txt system instead)\n
%s doing ComboTransition\n
%s high velocity %d.  Targetpos is %f units away\n
%s not found\n
%s string image, int src_corner_height, int src_corner_width, int draw_corner_height, int draw_corner_width
%s will be used\n
%s%20s : %40s %5.3f\n
%s%s%c%s%c%s
%s%s%c%s.vpk
%s%s%s%c%s%c%s
%s%s%smaxplayers %d\nprogress_enable\nasw_startcampaign %s %s %s\n
%s%s%smaxplayers %d\nprogress_enable\nmap %s\n
%s%s.mp3
%s(%d) : %s\n
%s(%d), weight: %.2f, cycle: %.2f, order (%d), aim (%d)
%s(): Cannot find broadcast patch %s to stop\n
%s(): Out of broadcast sound patches (MAX_BROADCAST_SOUND_PATCHES = %d)\n
%s(): Skipping shadow with invalid client renderable (shadow handle %d)\n
%s(token %i) : %s
%s, bool showScrollBar, bool allowMouseWheel, bool overrideChildPanelWidth
%s, bool textHidden, bool editable, bool unicode, bool NumericInputOnly, int maxchars
%s, int SubTabPosition
%s, string URLText
%s, string command, int default
%s, string image
%s, string image, string border, string fillcolor, bool scaleImage
%s, string image, string imagecolor, alignment imageAlignment, int preserveAspectRatio, int filtered
%s, string labelText, string associate, alignment textAlignment, int wrap, int dulltext, int brighttext, string font
%s, string leftText, string rightText
%s, string progress, string variable
%s, string text, bool scrollbar
%s, string title
%s.ActivateStims
%s.AlienTooClose
%s.Ammo
%s.Autogun
%s.AutogunReply
%s.BeenInfested
%s.BigAlienDead
%s.BigAlienDeadReply
%s.Biomass
%s.BreachedDoor
%s.CallBastille
%s.CallCrash
%s.CallFaith
%s.CallFlynn
%s.CallJaeger
%s.CallSarge
%s.CallVegas
%s.CallWildcat
%s.CallWolfe
%s.Compliments
%s.ComplimentsCrash
%s.ComplimentsJaeger
%s.ComplimentsSarge
%s.ComplimentsWildcat
%s.ComplimentsWolfe
%s.CrashComplain
%s.CrashComplainReply
%s.CrashIdle
%s.CrashIdleReply
%s.CuttingDoor
%s.Dead
%s.FF
%s.FinishedHack
%s.FinishedHackButton
%s.FiringAtAlien
%s.FirstBloodStart
%s.FirstBloodWin
%s.FollowMe
%s.FootstepLeft
%s.FootstepRight
%s.GotPoint
%s.GotRear
%s.Grenade
%s.HalfwayHack
%s.Healing
%s.HealingCrash
%s.HealingCrashReply
%s.HoldPosition
%s.HoldingEast
%s.HoldingNorth
%s.HoldingPosition
%s.HoldingSouth
%s.HoldingWest
%s.Idle
%s.Impatience
%s.InjuredSelection
%s.LargePain
%s.LockedTerminal
%s.LockedTerminalCrash
%s.LockedTerminalFlynn
%s.LockedTerminalVegas
%s.LowOnMeds
%s.MadFiring
%s.MarineDown
%s.Medic
%s.MedicComplain
%s.MedicComplainReply
%s.Medkit
%s.MineDeployed
%s.Misc
%s.NeedAmmo
%s.NoAmmo
%s.NoMeds
%s.OnFire
%s.Parasite
%s.Question
%s.Reloading
%s.RequestCutDoor
%s.RequestSealDoor
%s.RequestShootDoor
%s.RunFootstepLeft
%s.RunFootstepRight
%s.SargeIdle
%s.SargeIdleReply
%s.SargeJaegerConv1
%s.SargeJaegerConv1Reply
%s.SargeJaegerConv2
%s.SargeJaegerConv2Reply
%s.Scanner
%s.ScannerMultiple
%s.SealingDoor
%s.Selection
%s.SentryInPlace
%s.SeriousInjury
%s.SeriousInjuryFollowUp
%s.SeriousInjuryReply
%s.Shieldbug
%s.ShieldbugHint
%s.SmallPain
%s.StartedHack
%s.StartedLongHack
%s.StillBreathing
%s.StillBreathingReply
%s.Style
%s.Supplies
%s.SuppliesAmmo
%s.SwarmEggs
%s.SynUpReply
%s.SynUpSpotted
%s.TequilaBastille
%s.TequilaReply
%s.TequilaReplyFaith
%s.TequilaReplyJaeger
%s.TequilaReplySarge
%s.TequilaReplyWildcat
%s.TequilaReplyWolfe
%s.TequilaStart
%s.Thanks
%s.TimeToLeave
%s.Use
%s.WatchOut
%s.WildcatKillReplyAhead
%s.WildcatKillReplyBehind
%s.WildcatKillStart
%s.WolfeBest
%s.WolfeBestReply
%s.WolfeKillReplyAhead
%s.WolfeKillReplyBehind
%s.WolfeKillStart
%s.ctx
%s.games.total
%s.txt
%s/bin/%s
%s/materials/vgui/logos/custom/
%s/modes/%s/1
%s:  Invalid aspect ratio string '%s'\n
%s:  Missing settings block for split screen mode '%s'\n
%s: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n
%s: AwardExperience: Pre XP is %d\n
%s: Awarded %d XP for player %s (total is now %d)\n
%s: unexpected token %s\n
%s:%f Checking for m_bMeleeComboKeyPressed combo\n
%s:%f OnMeleeFinished() for attack %s\n
%s:%f m_bMeleeComboKeyPressed set to true\n
%sChatterCount
%sText
%s_%03d.vpk
%s_%i_%i_%i_%i
%s_COMP
%s_STAT
%s_dir.vpk
%s_rendermode_%d
%s_strong
%s_weak
%senglish.html
%sfemale%s
%smale%s
%stemp%d.tga
&2@UUUUUU
&Apply
&Cut
&D#asw_fail_advice_teamwork
&Exit
&Reload Localization
&Save
&bzi
'%20s' vs. '%20s' = 
'%s' = '%s'\n
'Bremoteturret
'CControl Points
'Look' stick response mode: 0=Default, 1=Acceleration Promotion
'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity)), 5=two-stage
( 8PX
(%7.4f : %30s : %5.3f : %4.2f : %1d)\n
(%d): Cycle latch used to correct %.2f in to %.2f instead of %.2f.\n
(%f, %f, %f)
('8PW
(DORMANT)
(Histogram luminance is in linear space)
(Original algorithm) Target Scalar = %4.2f  Min/Max( %4.2f, %4.2f )  Current Scalar: %4.2f
(SourceTV) %s
(itemnumber)
(localplayer)\n\n
(localplayerweapon)\n\n
(localteam)\n\n
(mapname)
(null)
(playerindex)
(playerindexplusone)
(playerresource)\n\n
(time_float)
(time_int)
) == false\n
)->AmmoEmpty() 
)->AmmoEmpty()\n
)->AmmoFull() 
)->AmmoFull()\n
)->AmmoPercentage() < 30 
)->AmmoPercentage() < 30\n
)->AmmoPercentage() >= 30 
)->AmmoPercentage() >= 30\n
*#music/_mp3/
** Encountered stale cubemap! Please rebuild the following vtf:\n
*** Bounds problem, index %d Eng %s, Seqeuence %s 
*** CDetailObjectSystem::UnserializeModels: Error! Too many detail objects!\n
*** ERROR: Bone access not allowed (entity %i:%s)\n
*** ERROR: C_ServerRagdoll::InitModel: %s missing vcollide data ***\n
*** Encountered VTF file with an invalid full header!\n
*** Encountered VTF file with an invalid minor version!\n
*** Encountered VTF file with an invalid version!\n
*** Encountered VTF invalid texture size!\n
*** Encountered VTF non-square cubemap!\n
*** Encountered VTF volume texture cubemap!\n
*** Error unserializing VTF file... is the file empty?\n
*** Tried to load a non-VTF file as a VTF file!\n
*** Unable to serialize... have no image data!\n
*************  DO NOT IGNORE ME  *******************************\n
****************************************************************\n
***\nShared activity collision! %s<->%s\n***\n
***\nShared<->Private Event collision!\n***\n
**Unknown Trap State: %d\n
**empty**
*.bmp
*.jpg
*.mp3
*.mp3,*.wav
*.tga
*.tga,*.jpg,*.bmp,*.vtf
*.vtf
*=linearOffsetX
*>PlasmaGlowFade
*?fff>fff>fff>fff>
*?htm
+*tsJ
+2joy_pitchsensitivity
+Path
+ability1
+ability2
+ability3
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+alt1
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+attack
+attack2
+back
+break
+camdistance
+camin
+cammousemove
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+camyawleft
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+selectmarine1
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, score %4.2f\n
,<ellipsis>
- CURRENT SOUNDSCAPE: %d [%s]\n
- FRIENDLY FIRE GUARD -
- INFESTED -
- PLAYING DEBUG SOUNDSCAPE: %d [%s]\n
- RELOADING -
----------------- frame %d -----------------\n
------------------------------------------------------------\n
--------------------------------------------\n\n
----------------------------------\n\n
-0.14
-0.5f
-0.9629629
-1.25
-10 -10 -10
-128 0 0
-135
-30.0
-64OS
-800
-90 0 0
-90.0f
->Sorted %s for copy type: %s, packing: %s\n
-FillVolume
-Memory leak: mempool blocks left in memory: %d\n
-ability1
-ability2
-ability3
-ability4
-ability5
-allowdebug
-alt1
-alt2
-attack
-attack2
-back
-break
-camdistance
-camin
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-defaultgamedir
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-scriptlang does not recognize a language named '%s'. virtual machine did NOT start.\n
-secondary
-selectmarine1
-selectmarine2
-selectmarine3
-selectmarine4
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-selectmarine6
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-selectmarine8
-sfm_shadowmapres
-showscores
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-timeload
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-useforcedmparms
-vguimessages
-walk
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../console/valve_logo
..\..\public\studio.cpp
..\gcsdk\steamextra\tier1/tsmempool.h
..\public\tier1/UtlSortVector.h
..\public\tier1/thash.h
..\shared\achievementmgr.cpp
..\shared\baseachievement.cpp
..\shared\baseplayer_shared.cpp
..\shared\baseviewmodel_shared.cpp
..\shared\particle_property.cpp
..\shared\predictioncopy.cpp
..\shared\saverestore.cpp
..\shared\swarm\asw_shotgun_pellet_predicted_shared.cpp
..\shared\swarm\asw_weapon_flamer_shared.cpp
..\shared\voice_status.cpp
.125 .125 .125
.25 .25 .25
.>110K
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.?AV?$CParticleOperatorDefinition@VC_INIT_CreateAlongPath@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreateFromParentParticles@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreateFromPlaneCache@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreateInHierarchy@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreateOnModel@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreateSequentialPath@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreateWithinBox@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreateWithinSphere@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_CreationNoise@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_DistanceToCPInit@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_InheritVelocity@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_InitFromCPSnapshot@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_InitFromParentKilled@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_InitialRepulsionVelocity@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_InitialVelocityNoise@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_LifespanFromVelocity@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_ModelCull@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_MoveBetweenPoints@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_NormalAlignToCP@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_NormalOffset@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_OffsetVectorToVector@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_PositionOffset@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_PositionPlaceOnGround@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_PositionWarp@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomAlpha@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomColor@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomLifeTime@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomRadius@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomRotation@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomRotationSpeed@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomSecondSequence@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomSequence@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomTrailLength@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomYaw@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RandomYawFlip@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RemapCPtoScalar@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RemapCPtoVector@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RemapScalar@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RemapScalarToVector@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RemapSpeedToScalar@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RingWave@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_RtEnvCull@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_SequenceFromCP@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_SequenceLifeTime@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_SetHitboxToModel@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_VelocityFromCP@@@@
.?AV?$CParticleOperatorDefinition@VC_INIT_VelocityRandom@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_AlphaDecay@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_AttractToControlPoint@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_BasicMovement@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_BoxConstraint@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ColorInterpolate@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ConstrainDistance@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ConstrainDistanceToPath@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ContinuousEmitter@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ControlpointLight@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_Cull@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_DampenToCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_Decay@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_DecayMaintainCount@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_DistanceBetweenCPs@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_DistanceBetweenCPsToCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_DistanceToCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_FadeAndKill@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_FadeAndKillForTracers@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_FadeIn@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_FadeInSimple@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_FadeOut@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_FadeOutSimple@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ForceBasedOnDistanceToPlane@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_InstantaneousEmitter@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_InterpolateRadius@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_LockToBone@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_MaintainEmitter@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_MaintainSequentialPath@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_MaxVelocity@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ModelCull@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_MoveToHitbox@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_MovementMaintainOffset@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_MovementPlaceOnGround@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_Noise@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_NoiseEmitter@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_NormalLock@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_NormalizeVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_Orient2DRelToCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_OrientTo2dDirection@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_OscillateScalar@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_OscillateScalarSimple@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_OscillateVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_OscillateVectorSimple@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_ParentVortices@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_PercentageBetweenCPs@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_PercentageBetweenCPsVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_PlanarConstraint@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_PlaneCull@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_PositionLock@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RampScalarLinear@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RampScalarLinearSimple@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RampScalarSpline@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RampScalarSplineSimple@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RandomForce@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapAverageScalarValuetoCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapBoundingVolumetoCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapCPVelocityToVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapCPtoScalar@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapCPtoVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapControlPointDirectionToVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapDirectionToCPToVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapDotProductToScalar@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapModelVolumetoCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapScalar@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapSpeed@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapSpeedtoCP@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RemapVelocityToVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderBlobs@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderModels@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderPoints@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderProjected@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderRope@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderScreenVelocityRotate@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderSprites@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RenderSpritesTrail@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_RotateVector@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SetCPOrientationToDirection@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SetChildControlPoints@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SetControlPointPositions@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SetControlPointRotation@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SetControlPointToCenter@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SetControlPointToImpactPoint@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SetControlPointToPlayer@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_Spin@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SpinUpdate@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_SpinYaw@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_StopAfterCPDuration@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_TimeVaryingForce@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_TurbulenceForce@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_TwistAroundAxis@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_VectorNoise@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_VelocityDecay@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_VelocityMatchingForce@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_WorldCollideConstraint@@@@
.?AV?$CParticleOperatorDefinition@VC_OP_WorldTraceConstraint@@@@
.?AV?$CRefCountServiceBase@$00VCRefMT@@@@
.?AV?$CRefCounted1@UWorldListInfo_t@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@
.?AV?$CRefCounted1@VCFunctor@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@
.?AV?$CRefCounted1@VIRefCounted@@V?$CRefCountServiceBase@$00VCRefMT@@@@@@
.?AV?$CRefCounted@V?$CRefCountServiceBase@$00VCRefMT@@@@@@
.?AV?$CRopePhysics@$09@@
.?AV?$CTHash@PAVCGCGSSession@GCSDK@@_K@@
.?AV?$CTHash@PAVCGCUserSession@GCSDK@@_K@@
.?AV?$CUtlVector@UFKColumnRelation_t@GCSDK@@V?$CUtlMemory@UFKColumnRelation_t@GCSDK@@H@@@@
.?AV?$CUtlVector@UInfoText@ModelPoseDebugInfo@@V?$CUtlMemory@UInfoText@ModelPoseDebugInfo@@H@@@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@HV?$CUtlMemory@HH@@@@$04@@
.?AV?$CUtlVectorDataOps@V?$CUtlVector@USaveRestoreBlockHeader_t@@V?$CUtlMemory@USaveRestoreBlockHeader_t@@H@@@@$09@@
.?AV?$C_EntityClassList@VC_FuncReflectiveGlass@@@@
.?AV?$C_EntityClassList@VC_PointCamera@@@@
.?AV?$C_EntityClassList@VC_TriggerPlayerMovement@@@@
.?AV?$C_SpatialEntityTemplate@VVector@@@@
.?AV?$CvarToggleCheckButton@VCGameUIConVarRef@@@vgui@@
.?AV?$CvarToggleCheckButton@VConVarRef@@@vgui@@
.?AVASWCircularProgressBar@vgui@@
.?AVAchievementGenericPanelList@BaseModUI@@
.?AVAchievementListItem@BaseModUI@@
.?AVAchievements@BaseModUI@@
.?AVAddonAssociation@BaseModUI@@
.?AVAddonListItem@BaseModUI@@
.?AVAddons@BaseModUI@@
.?AVAdvancedCrosshairImagePanel@@
.?AVAnimatingImagePanel@vgui@@
.?AVAnimationController@vgui@@
.?AVAudio@BaseModUI@@
.?AVAudioVideo@BaseModUI@@
.?AVBaseInputDialog@vgui@@
.?AVBaseModHybridButton@BaseModUI@@
.?AVBaseModMenuBackground@@
.?AVBeam_t@@
.?AVBitmapImage@@
.?AVBlankImage@@
.?AVBriefingFrame@@
.?AVBriefingImagePanel@@
.?AVBriefingPropertySheet@@
.?AVBriefingTooltip@@
.?AVBuildGroup@vgui@@
.?AVBuildModeDialog@vgui@@
.?AVButton@vgui@@
.?AVCASWGenericEmitter@@
.?AVCASWGenericEmitterCache@@
.?AVCASWHud3DMarineNames@@
.?AVCASWHudCrosshair@@
.?AVCASWHudCustomPaintPanel@@
.?AVCASWHudEmotes@@
.?AVCASWHudHealth@@
.?AVCASWHudMinimap@@
.?AVCASWHudMinimapLinePanel@@
.?AVCASWHudMinimap_Border@@
.?AVCASWHudMoney@@
.?AVCASWHudObjective@@
.?AVCASWHudOverlayMessages@@
.?AVCASWHudUseArea@@
.?AVCASWHudVoiceStatus@@
.?AVCASWInput@@
.?AVCASWJukeboxPlaylist@@
.?AVCASWMap@@
.?AVCASWModeManager@@
.?AVCASWNightVisionSelfIllumProxy@@
.?AVCASWPlayerAnimState@@
.?AVCASWRenderTargets@@
.?AVCASWSnowEmitter@@
.?AVCASWTraceFilterShot@@
.?AVCASWViewRender@@
.?AVCASW_Achievement@@
.?AVCASW_Achievement_Manager@@
.?AVCASW_Bone_Merge_Cache@@
.?AVCASW_Briefing@@
.?AVCASW_Build_Map_Frame@@
.?AVCASW_Campaign_Info@@
.?AVCASW_Client_Entities@@
.?AVCASW_Deny_Pickup_Proxy@@
.?AVCASW_Difficulty_Chooser@@
.?AVCASW_Difficulty_Entry@@
.?AVCASW_Egg_Proxy@@
.?AVCASW_EquipItem@@
.?AVCASW_EquipmentList@@
.?AVCASW_HUD_Use_Icon@@
.?AVCASW_Holdout_Wave@@
.?AVCASW_Holdout_Wave_Entry@@
.?AVCASW_HudElement@@
.?AVCASW_Hud_Holdout@@
.?AVCASW_Hud_Master@@
.?AVCASW_Loading_Panel@@
.?AVCASW_Logo_Panel@@
.?AVCASW_MarineGameMovement@@
.?AVCASW_Marine_Profile@@
.?AVCASW_Marine_ProfileList@@
.?AVCASW_Melee_Attack@@
.?AVCASW_Melee_System@@
.?AVCASW_Mine_Proxy@@
.?AVCASW_Mission_Chooser_Entry@@
.?AVCASW_Mission_Chooser_Frame@@
.?AVCASW_Mission_Chooser_List@@
.?AVCASW_Model_FX_Proxy@@
.?AVCASW_Model_Panel@@
.?AVCASW_Prediction@@
.?AVCASW_Scalable_Text@@
.?AVCASW_Trace_Filter_Melee@@
.?AVCASW_Trace_Filter_Skip_Aliens@@
.?AVCASW_Trace_Filter_Skip_Marines@@
.?AVCASW_TumblerPanel@@
.?AVCASW_UsableObjectsEnumerator@@
.?AVCASW_VGUI_Computer_Camera@@
.?AVCASW_VGUI_Computer_Container@@
.?AVCASW_VGUI_Computer_Download_Docs@@
.?AVCASW_VGUI_Computer_Frame@@
.?AVCASW_VGUI_Computer_Mail@@
.?AVCASW_VGUI_Computer_Menu@@
.?AVCASW_VGUI_Computer_News@@
.?AVCASW_VGUI_Computer_Plant@@
.?AVCASW_VGUI_Computer_Splash@@
.?AVCASW_VGUI_Computer_Stocks@@
.?AVCASW_VGUI_Computer_Tumbler_Hack@@
.?AVCASW_VGUI_Computer_Weather@@
.?AVCASW_VGUI_Countdown_Panel@@
.?AVCASW_VGUI_Door_Tooltip@@
.?AVCASW_VGUI_Edit_Emitter@@
.?AVCASW_VGUI_Edit_Emitter_List_Item@@
.?AVCASW_VGUI_Edit_Emitter_SaveDialog@@
.?AVCASW_VGUI_Frame@@
.?AVCASW_VGUI_Hack_Wire_Tile@@
.?AVCASW_VGUI_Hack_Wire_Tile_Container@@
.?AVCASW_VGUI_Info_Message@@
.?AVCASW_VGUI_Ingame_Panel@@
.?AVCASW_VGUI_Manipulator@@
.?AVCASW_VGUI_Message_Log@@
.?AVCASW_VGUI_Queen_Health_Panel@@
.?AVCASW_VGUI_Skip_Intro@@
.?AVCASW_VGUI_Stylin_Cam@@
.?AVCASW_Video@@
.?AVCASW_WeaponInfo@@
.?AVCASW_Wire_Tile@@
.?AVCAboveWaterView@@
.?AVCAbsProxy@@
.?AVCAchievementMgr@@
.?AVCAchievement_Accuracy@@
.?AVCAchievement_All_Healing@@
.?AVCAchievement_Ammo_Resupply@@
.?AVCAchievement_Autogun_Kills@@
.?AVCAchievement_Barrel_Kills@@
.?AVCAchievement_Boomer_Kill_Early@@
.?AVCAchievement_Campaign_No_Deaths@@
.?AVCAchievement_Chainsaw_Kills@@
.?AVCAchievement_Dodge_Ranger_Shot@@
.?AVCAchievement_Easy_Campaign@@
.?AVCAchievement_Eggs_Before_Hatch@@
.?AVCAchievement_Fast_Computer_Hacks@@
.?AVCAchievement_Fast_Reload@@
.?AVCAchievement_Fast_Reloads_In_A_Row@@
.?AVCAchievement_Fast_Wire_Hacks@@
.?AVCAchievement_Flamer_Kills@@
.?AVCAchievement_Freeze_Grenade@@
.?AVCAchievement_Grenade_Launcher_Kills@@
.?AVCAchievement_Grenade_Multi_Kill@@
.?AVCAchievement_Group_Damage_Amp@@
.?AVCAchievement_Group_Heal@@
.?AVCAchievement_Grub_Kills@@
.?AVCAchievement_Hard_Campaign@@
.?AVCAchievement_Hardcore@@
.?AVCAchievement_Hornet_Kills@@
.?AVCAchievement_Imba_Campaign@@
.?AVCAchievement_Infestation_Curing@@
.?AVCAchievement_Insane_Campaign@@
.?AVCAchievement_Kill_Grind_1@@
.?AVCAchievement_Kill_Grind_2@@
.?AVCAchievement_Kill_Grind_3@@
.?AVCAchievement_Kill_Grind_4@@
.?AVCAchievement_Kill_Without_Friendly_Fire@@
.?AVCAchievement_Laser_Mine_Kills@@
.?AVCAchievement_Melee_Kills@@
.?AVCAchievement_Melee_Parasite@@
.?AVCAchievement_Mine_Kills@@
.?AVCAchievement_Minigun_Kills@@
.?AVCAchievement_Mission_No_Deaths@@
.?AVCAchievement_No_Damage_Taken@@
.?AVCAchievement_No_Friendly_Fire@@
.?AVCAchievement_Normal_Campaign@@
.?AVCAchievement_PDW_Kills@@
.?AVCAchievement_PRifle_Kills@@
.?AVCAchievement_Para_Hat@@
.?AVCAchievement_Pistol_Kills@@
.?AVCAchievement_Protect_Tech@@
.?AVCAchievement_Railgun_Kills@@
.?AVCAchievement_Rifle_Kills@@
.?AVCAchievement_Sentry_Gun_Kills@@
.?AVCAchievement_Shieldbug@@
.?AVCAchievement_Shotgun_Kills@@
.?AVCAchievement_Sniper_Rifle_Kills@@
.?AVCAchievement_Speedrun_Deima@@
.?AVCAchievement_Speedrun_Descent@@
.?AVCAchievement_Speedrun_Landing_Bay@@
.?AVCAchievement_Speedrun_Residential@@
.?AVCAchievement_Speedrun_Rydberg@@
.?AVCAchievement_Speedrun_Sewer@@
.?AVCAchievement_Speedrun_Timor@@
.?AVCAchievement_Stun_Grenade@@
.?AVCAchievement_Tech_Survives@@
.?AVCAchievement_Tesla_Gun_Kills@@
.?AVCAchievement_Unlock_All_Weapons@@
.?AVCAchievement_Vindicator_Kills@@
.?AVCAchievement_Weld_Door@@
.?AVCActivityDataOps@@
.?AVCAddGeneralRandomRotation@@
.?AVCAddProxy@@
.?AVCAmmoDef@@
.?AVCAnimateSpecificTexture@@
.?AVCAnimatedEntityTextureProxy@@
.?AVCAnimatedOffsetTextureProxy@@
.?AVCAnimatedTextureProxy@@
.?AVCAsyncCaptionResourceManager@@
.?AVCAsyncCtxUIOnDeviceAttached@BaseModUI@@
.?AVCAsyncJobContext@CUIGameData@BaseModUI@@
.?AVCAttractScreen@BaseModUI@@
.?AVCAutoGameSystem@@
.?AVCAutoGameSystemPerFrame@@
.?AVCAvatarImage@@
.?AVCAvatarImagePanel@@
.?AVCBackGroundPanel@CBaseViewport@@
.?AVCBase3dView@@
.?AVCBaseAchievement@@
.?AVCBaseAnimatedTextureProxy@@
.?AVCBaseClientRenderTargets@@
.?AVCBaseEntityList@@
.?AVCBaseGameStats@@
.?AVCBaseGameStats_Driver@@
.?AVCBaseGameSystem@@
.?AVCBaseGameSystemPerFrame@@
.?AVCBaseHudChat@@
.?AVCBaseHudChatEntry@@
.?AVCBaseHudChatInputLine@@
.?AVCBaseHudChatLine@@
.?AVCBaseLesson@@
.?AVCBaseManipulator@@
.?AVCBaseModFooterPanel@BaseModUI@@
.?AVCBaseModFrame@BaseModUI@@
.?AVCBaseModPanel@BaseModUI@@
.?AVCBaseModelPanel@@
.?AVCBasePlayerAnimState@@
.?AVCBaseResourcePrecacher@@
.?AVCBaseRopePhysics@@
.?AVCBaseSimpleCollision@@
.?AVCBaseToggleTextureProxy@@
.?AVCBaseViewport@@
.?AVCBaseWaterView@@
.?AVCBaseWorldView@@
.?AVCBeamSegDraw@@
.?AVCBindPanel@@
.?AVCBitmapButton@@
.?AVCBitmapImagePanel@@
.?AVCBitmapImagePanel@vgui@@
.?AVCBitmapPanel@@
.?AVCBloodSprayEmitter@@
.?AVCBloomAddMaterialProxy@@
.?AVCBoneMergeCache@@
.?AVCBoolProperty@@
.?AVCBoundedCvar_Interp@@
.?AVCBoundedCvar_InterpRatio@@
.?AVCBoundedCvar_Predict@@
.?AVCBreakParser@@
.?AVCBreakableSurfaceProxy@@
.?AVCBroadcastRecipientFilter@@
.?AVCBuildModeNavCombo@@
.?AVCBulletWhizTimer@@
.?AVCCallbackBase@@
.?AVCCamoMaterialProxy@@
.?AVCCamoTextureRegen@@
.?AVCCenterPrint@@
.?AVCCenterStringLabel@@
.?AVCChangeStorageDevice@BaseModUI@@
.?AVCChildOperatorDefinition@@
.?AVCChoreoEvent@@
.?AVCChoreoScene@@
.?AVCChoreoStringPool@@
.?AVCClampProxy@@
.?AVCClassMap@@
.?AVCClassPtrSaveRestoreOps@@
.?AVCClientAlphaProperty@@
.?AVCClientDLLSharedAppSystems@@
.?AVCClientEntityList@@
.?AVCClientLeafSubSystemData@@
.?AVCClientLeafSystem@@
.?AVCClientMaterialSystem@@
.?AVCClientRenderablesList@@
.?AVCClientScoreBoardDialog@@
.?AVCClientShadowMgr@@
.?AVCClientSideEffect@@
.?AVCClientThinkList@@
.?AVCClientTools@@
.?AVCClient_Precipitation@@
.?AVCCollisionEvent@@
.?AVCCollisionProperty@@
.?AVCColorCorrectionMgr@@
.?AVCColorProperty@@
.?AVCCombatCharVisCache@@
.?AVCCommentaryModelViewer@@
.?AVCConVarMaterialProxy@@
.?AVCConsole@@
.?AVCConsoleDialog@vgui@@
.?AVCConsolePanel@vgui@@
.?AVCControllerOutline@@
.?AVCConveyorMaterialProxy@@
.?AVCCopyRecipientFilter@@
.?AVCCvarNegateCheckButton@@
.?AVCCvarSlider@@
.?AVCCvarToggleCheckButton@@
.?AVCCycleMaterialProxy@@
.?AVCDataManagerBase@@
.?AVCDataObjectAccessSystem@@
.?AVCDebugOverlay@@
.?AVCDebugOverlayPanel@@
.?AVCDecalEmitterSystem@@
.?AVCDefSaveRestoreBlockHandler@@
.?AVCDefSaveRestoreOps@@
.?AVCDefaultAccessor@@
.?AVCDefaultClientRenderable@@
.?AVCDefaultDataCacheClient@@
.?AVCDefaultParticleSystemQuery@@
.?AVCDefaultResponseSystem@@
.?AVCDefaultResponseSystemSaveRestoreBlockHandler@@
.?AVCDescription@@
.?AVCDetailModel@@
.?AVCDetailObjectSystem@@
.?AVCDirtySpatialPartitionEntityList@@
.?AVCDivideProxy@@
.?AVCDllDemandLoader@@
.?AVCDragDropHelperPanel@@
.?AVCDroneGibManager@@
.?AVCDummyMaterialProxy@@
.?AVCDustEffect@@
.?AVCDustFollower@@
.?AVCEZParticleInit@@
.?AVCEffectsClient@@
.?AVCEffectsList@@
.?AVCEmberEffect@@
.?AVCEmberEmitter@@
.?AVCEmptyConVar@@
.?AVCEmptyGameUIConVar@@
.?AVCEmptyProxy@@
.?AVCEnginePostMaterialProxy@@
.?AVCEntityMaterialProxy@@
.?AVCEntityOriginAlyxMaterialProxy@@
.?AVCEntityOriginMaterialProxy@@
.?AVCEntityRandomProxy@@
.?AVCEntitySaveRestoreBlockHandler@@
.?AVCEntitySaveUtils@@
.?AVCEntitySpeedProxy@@
.?AVCEnvWindShared@@
.?AVCEp1IntroVortRefractMaterialProxy@@
.?AVCEqualsProxy@@
.?AVCExampleEffect@@
.?AVCExperienceReport@@
.?AVCExplosionOverlay@@
.?AVCExplosionParticle@@
.?AVCExponentialProxy@@
.?AVCFPS@@
.?AVCFPSPanel@@
.?AVCFXDiscreetLine@@
.?AVCFXLine@@
.?AVCFXQuad@@
.?AVCFXStaticLine@@
.?AVCFastDetailLeafSpriteList@@
.?AVCFireParticle@@
.?AVCFireSmokeEffect@@
.?AVCFlaggedEntitiesEnum@@
.?AVCFlashlightEffect@@
.?AVCFleckParticles@@
.?AVCFlexAnimationTrack@@
.?AVCFlexSceneFileManager@@
.?AVCFloatProperty@@
.?AVCFloatingNumber@@
.?AVCFracProxy@@
.?AVCFreezeFrameView@@
.?AVCFunctionProxy@@
.?AVCFunctor@@
.?AVCFunctorJob@@
.?AVCGCClient@GCSDK@@
.?AVCGCClientJob@GCSDK@@
.?AVCGCJob@GCSDK@@
.?AVCGCSOCacheSubscribedJob@GCSDK@@
.?AVCGCSOCacheUnsubscribedJob@GCSDK@@
.?AVCGCSOCreateJob@GCSDK@@
.?AVCGCSODestroyJob@GCSDK@@
.?AVCGCSOUpdateJob@GCSDK@@
.?AVCGameClientExports@@
.?AVCGameConsole@@
.?AVCGameConsoleDialog@@
.?AVCGameEventListener@@
.?AVCGameLobbyChatEntry@BaseModUI@@
.?AVCGameLobbyChatHistory@BaseModUI@@
.?AVCGameLobbyChatInputLine@BaseModUI@@
.?AVCGameMovement@@
.?AVCGameResponseSystem@@
.?AVCGameStringPool@@
.?AVCGameTimescale@@
.?AVCGameUI@@
.?AVCGameUiAvatarImage@@
.?AVCGammaDialog@@
.?AVCGaussianNoiseProxy@@
.?AVCGeneralRandomRotation@@
.?AVCGeneralSpin@@
.?AVCGlowOverlay@@
.?AVCGlowOverlaySystem@@
.?AVCHFontProperty@@
.?AVCHLClient@@
.?AVCHLVoiceStatusHelper@@
.?AVCHairballDelegate@C_Hairball@@
.?AVCHeadlightEffect@@
.?AVCHeliBladeMaterialProxy@@
.?AVCHudChat@@
.?AVCHudChatFilterButton@@
.?AVCHudChatFilterCheckButton@@
.?AVCHudChatFilterPanel@@
.?AVCHudChatHistory@@
.?AVCHudCloseCaption@@
.?AVCHudCommentary@@
.?AVCHudDamageIndicator@@
.?AVCHudElement@@
.?AVCHudHistoryResource@@
.?AVCHudMenu@@
.?AVCHudMessage@@
.?AVCHudNumericDisplay@@
.?AVCHudTextMessage@@
.?AVCHudTextureHandleProperty@@
.?AVCHudViewport@@
.?AVCHurtableEntitiesEnum@@
.?AVCIconLesson@@
.?AVCIconPanel@@
.?AVCImpactOverlay@@
.?AVCInfoDescription@@
.?AVCInlineEditPanel@@
.?AVCInput@@
.?AVCIntProperty@@
.?AVCIntProxy@@
.?AVCIntersectionView@CAboveWaterView@@
.?AVCItemButton@vgui@@
.?AVCJob@@
.?AVCJob@GCSDK@@
.?AVCKeyBindingListenerMgr@@
.?AVCKeyValuesDumpContextAsDevMsg@@
.?AVCLCD@@
.?AVCLCDItem@@
.?AVCLCDItemAggregate@@
.?AVCLCDItemIcon@@
.?AVCLCDItemText@@
.?AVCLCDPage@@
.?AVCLabeledCommandComboBox@@
.?AVCLampBeamProxy@@
.?AVCLampHaloProxy@@
.?AVCLessOrEqualProxy@@
.?AVCLightmapDebugView@@
.?AVCLinearRampProxy@@
.?AVCLoadingDisc@@
.?AVCLoadingDiscPanel@@
.?AVCLocalPlayerFilter@@
.?AVCLocalSpaceEmitter@@
.?AVCLocatorPanel@@
.?AVCMDL@@
.?AVCMDLPanel@@
.?AVCMarineMove@@
.?AVCMatchSessionCreationAsyncOperation@@
.?AVCMaterialModifyAnimatedProxy@@
.?AVCMaterialModifyProxy@@
.?AVCMaterialProxyDict@@
.?AVCMatrixRotateProxy@@
.?AVCMemZeroOnNew@@
.?AVCMessageChars@@
.?AVCMessageCharsPanel@@
.?AVCMission_Complete_Message@@
.?AVCModelRenderSystem@@
.?AVCMotionBlurMaterialProxy@@
.?AVCMoveHelperClient@@
.?AVCMovieDisplayScreen@@
.?AVCMultiplayerAdvancedDialog@@
.?AVCMultiplyProxy@@
.?AVCNB_Button@@
.?AVCNB_Campaign_Mission_Details@@
.?AVCNB_Commander_List@@
.?AVCNB_Commander_List_Entry@@
.?AVCNB_Gradient_Bar@@
.?AVCNB_Header_Footer@@
.?AVCNB_Horiz_List@@
.?AVCNB_Island@@
.?AVCNB_Lobby_Row@@
.?AVCNB_Lobby_Row_Small@@
.?AVCNB_Lobby_Tooltip@@
.?AVCNB_Main_Panel@@
.?AVCNB_Mission_Options@@
.?AVCNB_Mission_Panel@@
.?AVCNB_Mission_Summary@@
.?AVCNB_Progress_Bar@@
.?AVCNB_Promotion_Panel@@
.?AVCNB_Select_Campaign_Entry@@
.?AVCNB_Select_Campaign_Panel@@
.?AVCNB_Select_Marine_Entry@@
.?AVCNB_Select_Marine_Panel@@
.?AVCNB_Select_Mission_Entry@@
.?AVCNB_Select_Mission_Panel@@
.?AVCNB_Select_Weapon_Entry@@
.?AVCNB_Select_Weapon_Panel@@
.?AVCNB_Skill_Panel@@
.?AVCNB_Skill_Panel_Spending@@
.?AVCNB_Spend_Skill_Points@@
.?AVCNB_Suggest_Difficulty@@
.?AVCNB_Vote_Panel@@
.?AVCNB_Weapon_Detail@@
.?AVCNB_Weapon_Unlocked@@
.?AVCNavProgress@@
.?AVCNetGraphPanel@@
.?AVCNetGraphPanelInterface@@
.?AVCNewParticleEffect@@
.?AVCNonFocusableMenu@@
.?AVCOptionsDialog@@
.?AVCOptionsSubAudio@@
.?AVCOptionsSubAudioThirdPartyCreditsDlg@@
.?AVCOptionsSubDifficulty@@
.?AVCOptionsSubKeyboard@@
.?AVCOptionsSubKeyboardAdvancedDlg@@
.?AVCOptionsSubMouse@@
.?AVCOptionsSubMultiplayer@@
.?AVCOptionsSubPortal@@
.?AVCOptionsSubVideo@@
.?AVCOptionsSubVideoAdvancedDlg@@
.?AVCOptionsSubVideoThirdPartyCreditsDlg@@
.?AVCOptionsSubVoice@@
.?AVCPASAttenuationFilter@@
.?AVCPASFilter@@
.?AVCPDumpPanel@@
.?AVCPVSFilter@@
.?AVCPanelListPanel@@
.?AVCPanelMetaClassMgrImp@@
.?AVCParticleCollection@@
.?AVCParticleCollision@@
.?AVCParticleEffect@@
.?AVCParticleEffectBinding@@
.?AVCParticleInitializerOperatorInstance@@
.?AVCParticleMgr@@
.?AVCParticleOperatorInstance@@
.?AVCParticleProperty@@
.?AVCParticleRenderOperatorInstance@@
.?AVCParticleSystemQuery@@
.?AVCPerfVisualBenchmark@@
.?AVCPhysBoxMultiplayer@@
.?AVCPhysObjSaveRestoreOps@@
.?AVCPhysSaveRestoreBlockHandler@@
.?AVCPhysicsDelegate@C_RopeKeyframe@@
.?AVCPhysicsGameTrace@@
.?AVCPhysicsPropMultiplayer@@
.?AVCPhysicsSystem@@
.?AVCPixelVisibilitySystem@@
.?AVCPlayerItem@BaseModUI@@
.?AVCPlayerLocalData@@
.?AVCPlayerLogoProxy@@
.?AVCPlayerPositionProxy@@
.?AVCPlayerProximityProxy@@
.?AVCPlayerSpeedProxy@@
.?AVCPlayerState@@
.?AVCPlayerTeamMatchProxy@@
.?AVCPlayerViewProxy@@
.?AVCPlayersList@BaseModUI@@
.?AVCPolygonButton@@
.?AVCPoseDebuggerImpl@@
.?AVCPoseDebuggerStub@@
.?AVCPotteryWheelManip@@
.?AVCPotteryWheelPanel@@
.?AVCPreTestSetupJob@GCSDK@@
.?AVCPrecacheHandler@@
.?AVCPrecacheRegister@@
.?AVCPrecipHack@@
.?AVCPrediction@@
.?AVCPropData@@
.?AVCProportionalFloatProperty@@
.?AVCProportionalIntProperty@@
.?AVCProportionalXPosProperty@@
.?AVCProportionalYPosProperty@@
.?AVCProxyHealth@@
.?AVCProxyIsNPC@@
.?AVCPupilProxy@@
.?AVCPushAwayEnumerator@@
.?AVCRadialButton@@
.?AVCRadialMenu@@
.?AVCRagdoll@@
.?AVCRagdollBoltEnumerator@@
.?AVCRagdollEnumerator@@
.?AVCRagdollExplosionEnumerator@@
.?AVCRagdollLRURetirement@@
.?AVCRecordingList@@
.?AVCReflectionView@CAboveWaterView@@
.?AVCReflectiveGlassView@@
.?AVCRefractionView@CAboveWaterView@@
.?AVCRefractionView@CUnderWaterView@@
.?AVCRefractiveGlassView@@
.?AVCRenderExecutor@@
.?AVCRendering3dView@@
.?AVCResourcePrecacher@ASWAcidBurnPrecache@@
.?AVCResourcePrecacher@ASWBloodImpactPrecache@@
.?AVCResourcePrecacher@ASWExplodeMapPrecache@@
.?AVCResourcePrecacher@ASWFireBurstPrecache@@
.?AVCResourcePrecacher@ASWPrecacheEffectAOEGrenadesPrecache@@
.?AVCResourcePrecacher@ASWPrecacheEffectBuffGrenadesPrecache@@
.?AVCResourcePrecacher@ASWPrecacheEffectFlaresPrecache@@
.?AVCResourcePrecacher@ASWPrecacheEffectHealGrenadesPrecache@@
.?AVCResourcePrecacher@ASWPrecacheEffectRailgunPrecache@@
.?AVCResourcePrecacher@ASWPrecacheViewRenderPrecache@@
.?AVCResourcePrecacher@ASWSpeechPrecache@@
.?AVCResourcePrecacher@ASWTracerPrecache@@
.?AVCResourcePrecacher@ASWUTracerDualLeftPrecache@@
.?AVCResourcePrecacher@ASWUTracerDualPrecache@@
.?AVCResourcePrecacher@ASWUTracerDualRightPrecache@@
.?AVCResourcePrecacher@ASWUTracerPrecache@@
.?AVCResourcePrecacher@ASWUTracerRGPrecache@@
.?AVCResourcePrecacher@ASWUTracerUnattachedPrecache@@
.?AVCResourcePrecacher@ASWUTracerlessPrecache@@
.?AVCResourcePrecacher@ASWWelderSparksPrecache@@
.?AVCResourcePrecacher@ASWWheelDustPrecache@@
.?AVCResourcePrecacher@ASW_AlienPrecache@@
.?AVCResourcePrecacher@BaseSaveGameDialogPrecache@@
.?AVCResourcePrecacher@BloodImpactPrecache@@
.?AVCResourcePrecacher@BoltImpactPrecache@@
.?AVCResourcePrecacher@CommandPointerPrecache@@
.?AVCResourcePrecacher@DroneBleedPrecache@@
.?AVCResourcePrecacher@DroneGibPrecache@@
.?AVCResourcePrecacher@ElectroStunPrecache@@
.?AVCResourcePrecacher@ErrorPrecache@@
.?AVCResourcePrecacher@ExplosionPrecache@@
.?AVCResourcePrecacher@ExtinguisherCloudPrecache@@
.?AVCResourcePrecacher@FX_CacheMaterialHandlesPrecache@@
.?AVCResourcePrecacher@FX_GunshotSlimeSplashPrecache@@
.?AVCResourcePrecacher@FX_GunshotSplashPrecache@@
.?AVCResourcePrecacher@FX_WaterRipplePrecache@@
.?AVCResourcePrecacher@GameinstructorIconsPrecache@@
.?AVCResourcePrecacher@GlassImpactPrecache@@
.?AVCResourcePrecacher@GrubGibPrecache@@
.?AVCResourcePrecacher@GunshipImpactPrecache@@
.?AVCResourcePrecacher@HarvesiteGibPrecache@@
.?AVCResourcePrecacher@HarvesterGibPrecache@@
.?AVCResourcePrecacher@HelicopterMegaBombPrecache@@
.?AVCResourcePrecacher@HunterDamagePrecache@@
.?AVCResourcePrecacher@ImpactGunshipPrecache@@
.?AVCResourcePrecacher@ImpactPrecache@@
.?AVCResourcePrecacher@ManhackSparksPrecache@@
.?AVCResourcePrecacher@MuzzleFlashPrecache@@
.?AVCResourcePrecacher@ParasiteGibPrecache@@
.?AVCResourcePrecacher@ParticleEffectPrecache@@
.?AVCResourcePrecacher@ParticleEffectStopPrecache@@
.?AVCResourcePrecacher@ParticleTracerPrecache@@
.?AVCResourcePrecacher@PhysFrictionEffectPrecache@@
.?AVCResourcePrecacher@PierceSparkPrecache@@
.?AVCResourcePrecacher@PrecacheASWPrecache@@
.?AVCResourcePrecacher@PrecacheASWScalableTextPrecache@@
.?AVCResourcePrecacher@PrecacheEffectBloodSprayPrecache@@
.?AVCResourcePrecacher@PrecacheEffectBuildPrecache@@
.?AVCResourcePrecacher@PrecacheEffectDusttrailPrecache@@
.?AVCResourcePrecacher@PrecacheEffectExplosionPrecache@@
.?AVCResourcePrecacher@PrecacheEffectGlassShatterPrecache@@
.?AVCResourcePrecacher@PrecacheEffectGlowPrecache@@
.?AVCResourcePrecacher@PrecacheEffectImpactsPrecache@@
.?AVCResourcePrecacher@PrecacheEffectMuzzleFlashPrecache@@
.?AVCResourcePrecacher@PrecacheEffectSparksPrecache@@
.?AVCResourcePrecacher@PrecacheEffectSplashPrecache@@
.?AVCResourcePrecacher@PrecacheEffectVGuiScreenPrecache@@
.?AVCResourcePrecacher@PrecacheEffectWarpPrecache@@
.?AVCResourcePrecacher@PrecacheEffectsTestPrecache@@
.?AVCResourcePrecacher@PrecacheGunshipFXPrecache@@
.?AVCResourcePrecacher@PrecacheImpactsPrecache@@
.?AVCResourcePrecacher@PrecacheLocatorTargetPrecache@@
.?AVCResourcePrecacher@PrecacheMuzzleFlashPrecache@@
.?AVCResourcePrecacher@PrecacheOcclusionProxyPrecache@@
.?AVCResourcePrecacher@PrecachePlayerDecalPrecache@@
.?AVCResourcePrecacher@PrecachePostProcessingEffectsPrecache@@
.?AVCResourcePrecacher@PrecachePrecipitationPrecache@@
.?AVCResourcePrecacher@PrecacheRopesPrecache@@
.?AVCResourcePrecacher@PrecacheSmokeFogOverlayPrecache@@
.?AVCResourcePrecacher@PrecacheUseIconsPrecache@@
.?AVCResourcePrecacher@QueenDiePrecache@@
.?AVCResourcePrecacher@QueenSpitBurstPrecache@@
.?AVCResourcePrecacher@RPGShotDownPrecache@@
.?AVCResourcePrecacher@RagdollImpactPrecache@@
.?AVCResourcePrecacher@RailgunBeamPrecache@@
.?AVCResourcePrecacher@RifleShellEjectPrecache@@
.?AVCResourcePrecacher@ShakeRopesPrecache@@
.?AVCResourcePrecacher@ShellEjectPrecache@@
.?AVCResourcePrecacher@ShotgunShellEjectPrecache@@
.?AVCResourcePrecacher@SmokePrecache@@
.?AVCResourcePrecacher@SmokeStackMaterialsPrecache@@
.?AVCResourcePrecacher@TeslaHitboxesPrecache@@
.?AVCResourcePrecacher@TeslaZapPrecache@@
.?AVCResourcePrecacher@TracerPrecache@@
.?AVCResourcePrecacher@TracerSoundPrecache@@
.?AVCResourcePrecacher@WaterSurfaceExplosionPrecache@@
.?AVCResourcePrecacher@WeaponSpritesPrecache@@
.?AVCResourcePrecacher@WheelDustPrecache@@
.?AVCResourcePrecacher@asw_bouncing_pelletPrecache@@
.?AVCResourcePrecacher@asw_powerupPrecache@@
.?AVCResourcePrecacher@asw_powerup_chemical_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_electric_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_explosive_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_fire_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_freeze_bulletsPrecache@@
.?AVCResourcePrecacher@asw_powerup_increased_speedPrecache@@
.?AVCResourcePrecacher@asw_remote_turretPrecache@@
.?AVCResourcePrecacher@asw_shotgun_pellet_predictedPrecache@@
.?AVCResourcePrecacher@asw_weapon_ammo_bagPrecache@@
.?AVCResourcePrecacher@asw_weapon_ammo_satchelPrecache@@
.?AVCResourcePrecacher@asw_weapon_autogunPrecache@@
.?AVCResourcePrecacher@asw_weapon_baitPrecache@@
.?AVCResourcePrecacher@asw_weapon_blinkPrecache@@
.?AVCResourcePrecacher@asw_weapon_buff_grenadePrecache@@
.?AVCResourcePrecacher@asw_weapon_chainsawPrecache@@
.?AVCResourcePrecacher@asw_weapon_electrified_armorPrecache@@
.?AVCResourcePrecacher@asw_weapon_fire_extinguisherPrecache@@
.?AVCResourcePrecacher@asw_weapon_fistPrecache@@
.?AVCResourcePrecacher@asw_weapon_flamerPrecache@@
.?AVCResourcePrecacher@asw_weapon_flaresPrecache@@
.?AVCResourcePrecacher@asw_weapon_flashlightPrecache@@
.?AVCResourcePrecacher@asw_weapon_flechettePrecache@@
.?AVCResourcePrecacher@asw_weapon_freeze_grenadesPrecache@@
.?AVCResourcePrecacher@asw_weapon_grenade_launcherPrecache@@
.?AVCResourcePrecacher@asw_weapon_grenadesPrecache@@
.?AVCResourcePrecacher@asw_weapon_heal_grenadePrecache@@
.?AVCResourcePrecacher@asw_weapon_heal_gunPrecache@@
.?AVCResourcePrecacher@asw_weapon_hornet_barragePrecache@@
.?AVCResourcePrecacher@asw_weapon_jump_jetPrecache@@
.?AVCResourcePrecacher@asw_weapon_laser_minesPrecache@@
.?AVCResourcePrecacher@asw_weapon_medical_satchelPrecache@@
.?AVCResourcePrecacher@asw_weapon_medkitPrecache@@
.?AVCResourcePrecacher@asw_weapon_minesPrecache@@
.?AVCResourcePrecacher@asw_weapon_minigunPrecache@@
.?AVCResourcePrecacher@asw_weapon_mining_laserPrecache@@
.?AVCResourcePrecacher@asw_weapon_night_visionPrecache@@
.?AVCResourcePrecacher@asw_weapon_normal_armorPrecache@@
.?AVCResourcePrecacher@asw_weapon_pdwPrecache@@
.?AVCResourcePrecacher@asw_weapon_pistolPrecache@@
.?AVCResourcePrecacher@asw_weapon_priflePrecache@@
.?AVCResourcePrecacher@asw_weapon_railgunPrecache@@
.?AVCResourcePrecacher@asw_weapon_ricochetPrecache@@
.?AVCResourcePrecacher@asw_weapon_sentryPrecache@@
.?AVCResourcePrecacher@asw_weapon_sentry_cannonPrecache@@
.?AVCResourcePrecacher@asw_weapon_sentry_flamerPrecache@@
.?AVCResourcePrecacher@asw_weapon_sentry_freezePrecache@@
.?AVCResourcePrecacher@asw_weapon_shotgunPrecache@@
.?AVCResourcePrecacher@asw_weapon_smart_bombPrecache@@
.?AVCResourcePrecacher@asw_weapon_sniper_riflePrecache@@
.?AVCResourcePrecacher@asw_weapon_stimPrecache@@
.?AVCResourcePrecacher@asw_weapon_t75Precache@@
.?AVCResourcePrecacher@asw_weapon_tesla_gunPrecache@@
.?AVCResourcePrecacher@asw_weapon_tesla_trapPrecache@@
.?AVCResourcePrecacher@asw_weapon_vindicatorPrecache@@
.?AVCResourcePrecacher@asw_weapon_welderPrecache@@
.?AVCResourcePrecacher@aswstunexploPrecache@@
.?AVCResourcePrecacher@aswwatersplashPrecache@@
.?AVCResourcePrecacher@bloodsprayPrecache@@
.?AVCResourcePrecacher@gunshotsplashPrecache@@
.?AVCResourcePrecacher@waterripplePrecache@@
.?AVCResourcePrecacher@watersplashPrecache@@
.?AVCResourcePrecacher@watersplashquietPrecache@@
.?AVCResponseRulesToEngineInterface@@
.?AVCResponseSystem@ResponseRules@@
.?AVCResponseSystemSaveRestoreOps@@
.?AVCRestore@@
.?AVCResultProxy@@
.?AVCRocketTrailParticle@@
.?AVCRopeManager@@
.?AVCRotationManipulator@@
.?AVCRunGameEngine@@
.?AVCSave@@
.?AVCSaveRestoreBlockSet@@
.?AVCScenePrecacheSystem@@
.?AVCSceneTokenProcessor@@
.?AVCScreenSpaceEffectManager@@
.?AVCScriptObject@@
.?AVCScriptedIconLesson@@
.?AVCSectionHeader@vgui@@
.?AVCShadowDepthView@@
.?AVCShadowLabel@BaseModUI@@
.?AVCShadowLeafEnum@@
.?AVCShadowModelProxy@@
.?AVCShadowProxy@@
.?AVCSharedObjectCache@GCSDK@@
.?AVCSharedObjectTypeCache@GCSDK@@
.?AVCSharedVarSaveDataOps@@
.?AVCSimple3DEmitter@@
.?AVCSimpleEmitter@@
.?AVCSimpleGlowEmitter@@
.?AVCSimpleRenderExecutor@@
.?AVCSimpleWorldView@@
.?AVCSineProxy@@
.?AVCSingleUserRecipientFilter@@
.?AVCSkyboxView@@
.?AVCSlideshowDisplayScreen@@
.?AVCSmallTextEntry@@
.?AVCSmokeEmitter@@
.?AVCSmokeParticle@@
.?AVCSnowFallManager@@
.?AVCSoftwareIntersectionView@CBaseWaterView@@
.?AVCSolidSetDefaults@@
.?AVCSoundControllerImp@@
.?AVCSoundEmitterSystem@@
.?AVCSoundEnvelopeController@@
.?AVCSoundPatchSaveRestoreOps@@
.?AVCSpatialEntityMgr@@
.?AVCSpecButton@@
.?AVCSpectatorGUI@@
.?AVCSpectatorMenu@@
.?AVCSpinUpdateBase@@
.?AVCSplashParticle@@
.?AVCSquad_Inventory_Panel@@
.?AVCSquad_Inventory_Panel_Entry@@
.?AVCStartGameserverJob@GCSDK@@
.?AVCStartPlayingJob@GCSDK@@
.?AVCSteamWorksGameStatsUploader@@
.?AVCStopGameserverJob@GCSDK@@
.?AVCStopPlayingJob@GCSDK@@
.?AVCStringPool@@
.?AVCStringProperty@@
.?AVCSubtractProxy@@
.?AVCTEParticleRenderer@@
.?AVCTeamMenu@@
.?AVCTempEnts@@
.?AVCTextLesson@@
.?AVCTextWindow@@
.?AVCTextureIdProperty@@
.?AVCTextureScrollMaterialProxy@@
.?AVCTextureTransformProxy@@
.?AVCTimeMaterialProxy@@
.?AVCTimeline@@
.?AVCToolFrameworkClient@@
.?AVCTraceFilter@@
.?AVCTraceFilterEntitiesOnly@@
.?AVCTraceFilterGlow@@
.?AVCTraceFilterHitAll@@
.?AVCTraceFilterLOS@@
.?AVCTraceFilterNoCombatCharacters@@
.?AVCTraceFilterNoNPCsOrPlayer@@
.?AVCTraceFilterOnlyHitThis@@
.?AVCTraceFilterSimple@@
.?AVCTraceFilterSimpleList@@
.?AVCTraceFilterSkipNPCsAndPlayers@@
.?AVCTraceFilterSkipPlayerAndViewModel@@
.?AVCTraceFilterSkipTwoEntities@@
.?AVCTraceFilterWorldOnly@@
.?AVCTrailParticles@@
.?AVCTransformManipulator@@
.?AVCTransitionScreen@BaseModUI@@
.?AVCTranslationManipulator@@
.?AVCTreeViewListControl@vgui@@
.?AVCUIGameData@BaseModUI@@
.?AVCUnderWaterView@@
.?AVCUniformNoiseProxy@@
.?AVCUserCmd@@
.?AVCUtlCStringConversion@@
.?AVCUtlCharConversion@@
.?AVCUtlNoEscConversion@@
.?AVCVGuiScreenEnumerator@@
.?AVCVGuiScreenPanel@@
.?AVCVGuiSystemModuleLoader@@
.?AVCVScriptGameSystem@@
.?AVCVTFTexture@@
.?AVCViewAngleAnimation@@
.?AVCViewEffects@@
.?AVCViewEffectsSaveRestoreBlockHandler@@
.?AVCViewRender@@
.?AVCViewRenderBeams@@
.?AVCViewSetup@@
.?AVCViewportClientSystem@@
.?AVCVisibleShadowList@@
.?AVCVoiceStatus@@
.?AVCVoxManager@@
.?AVCWarpOverlay@@
.?AVCWaterExplosionParticle@@
.?AVCWaterLODMaterialProxy@@
.?AVCWeaponList@@
.?AVCWorldDimsProxy@@
.?AVCWrapMinMaxProxy@@
.?AVCZoomManipulator@@
.?AVC_AI_BaseNPC@@
.?AVC_AR2Explosion@@
.?AVC_ASWEnvSpark@@
.?AVC_ASWHealthBar@@
.?AVC_ASWPlayerLocalData@@
.?AVC_ASWRootPanel@@
.?AVC_ASWStatueProp@@
.?AVC_ASW_AOEGrenade_Projectile@@
.?AVC_ASW_Alien@@
.?AVC_ASW_Alien_Goo@@
.?AVC_ASW_Ammo@@
.?AVC_ASW_Ammo_Assault_Shotgun@@
.?AVC_ASW_Ammo_Autogun@@
.?AVC_ASW_Ammo_Chainsaw@@
.?AVC_ASW_Ammo_Drop@@
.?AVC_ASW_Ammo_Flamer@@
.?AVC_ASW_Ammo_Mining_Laser@@
.?AVC_ASW_Ammo_PDW@@
.?AVC_ASW_Ammo_Pistol@@
.?AVC_ASW_Ammo_Railgun@@
.?AVC_ASW_Ammo_Rifle@@
.?AVC_ASW_Ammo_Shotgun@@
.?AVC_ASW_Boomer@@
.?AVC_ASW_Bouncing_Pellet@@
.?AVC_ASW_BuffGrenade_Projectile@@
.?AVC_ASW_Button_Area@@
.?AVC_ASW_Buzzer@@
.?AVC_ASW_Campaign_Save@@
.?AVC_ASW_ClientRagdoll@@
.?AVC_ASW_Client_Corpse@@
.?AVC_ASW_Computer_Area@@
.?AVC_ASW_Debrief_Stats@@
.?AVC_ASW_Door@@
.?AVC_ASW_Door_Area@@
.?AVC_ASW_Drone_Advanced@@
.?AVC_ASW_Dummy_Vehicle@@
.?AVC_ASW_DynamicLight@@
.?AVC_ASW_Egg@@
.?AVC_ASW_Emitter@@
.?AVC_ASW_Entity_Dissolve@@
.?AVC_ASW_Equip_Req@@
.?AVC_ASW_Extinguisher_Projectile@@
.?AVC_ASW_Firewall_Piece@@
.?AVC_ASW_Flamer_Projectile@@
.?AVC_ASW_Flare_Projectile@@
.?AVC_ASW_FourWheelVehiclePhysics@@
.?AVC_ASW_Game_Resource@@
.?AVC_ASW_Grub@@
.?AVC_ASW_Grub_Sac@@
.?AVC_ASW_Gun_Smoke_Emitter@@
.?AVC_ASW_Hack@@
.?AVC_ASW_Hack_Computer@@
.?AVC_ASW_Hack_Wire_Tile@@
.?AVC_ASW_HealGrenade_Projectile@@
.?AVC_ASW_Holdout_Mode@@
.?AVC_ASW_Holo_Sentry@@
.?AVC_ASW_Info_Message@@
.?AVC_ASW_Laser_Mine@@
.?AVC_ASW_Level_Exploder@@
.?AVC_ASW_Marine@@
.?AVC_ASW_Marine_Resource@@
.?AVC_ASW_Marker@@
.?AVC_ASW_Mesh_Emitter@@
.?AVC_ASW_Mine@@
.?AVC_ASW_Missile_Round@@
.?AVC_ASW_Mortarbug_Shell@@
.?AVC_ASW_Objective@@
.?AVC_ASW_Objective_Countdown@@
.?AVC_ASW_Objective_Kill_Aliens@@
.?AVC_ASW_Objective_Kill_Eggs@@
.?AVC_ASW_Objective_Kill_Goo@@
.?AVC_ASW_Objective_Kill_Queen@@
.?AVC_ASW_Order_Arrow@@
.?AVC_ASW_Parasite@@
.?AVC_ASW_Pickup@@
.?AVC_ASW_Pickup_Hornet_Barrage@@
.?AVC_ASW_Pickup_Money@@
.?AVC_ASW_Pickup_Weapon@@
.?AVC_ASW_Pickup_Weapon_Ammo_Bag@@
.?AVC_ASW_Pickup_Weapon_Ammo_Satchel@@
.?AVC_ASW_Pickup_Weapon_Assault_Shotgun@@
.?AVC_ASW_Pickup_Weapon_Autogun@@
.?AVC_ASW_Pickup_Weapon_Buff_Grenade@@
.?AVC_ASW_Pickup_Weapon_Chainsaw@@
.?AVC_ASW_Pickup_Weapon_FireExtinguisher@@
.?AVC_ASW_Pickup_Weapon_Flamer@@
.?AVC_ASW_Pickup_Weapon_Flares@@
.?AVC_ASW_Pickup_Weapon_Flashlight@@
.?AVC_ASW_Pickup_Weapon_Flechette@@
.?AVC_ASW_Pickup_Weapon_Grenades@@
.?AVC_ASW_Pickup_Weapon_Heal_Grenade@@
.?AVC_ASW_Pickup_Weapon_Medical_Satchel@@
.?AVC_ASW_Pickup_Weapon_Medkit@@
.?AVC_ASW_Pickup_Weapon_Mines@@
.?AVC_ASW_Pickup_Weapon_Mining_Laser@@
.?AVC_ASW_Pickup_Weapon_PDW@@
.?AVC_ASW_Pickup_Weapon_PRifle@@
.?AVC_ASW_Pickup_Weapon_Pistol@@
.?AVC_ASW_Pickup_Weapon_Railgun@@
.?AVC_ASW_Pickup_Weapon_Ricochet@@
.?AVC_ASW_Pickup_Weapon_Rifle@@
.?AVC_ASW_Pickup_Weapon_Sentry@@
.?AVC_ASW_Pickup_Weapon_Sentry_Cannon@@
.?AVC_ASW_Pickup_Weapon_Sentry_Flamer@@
.?AVC_ASW_Pickup_Weapon_Sentry_Freeze@@
.?AVC_ASW_Pickup_Weapon_Shotgun@@
.?AVC_ASW_Pickup_Weapon_Stim@@
.?AVC_ASW_Pickup_Weapon_T75@@
.?AVC_ASW_Pickup_Weapon_Tesla_Trap@@
.?AVC_ASW_Pickup_Weapon_Welder@@
.?AVC_ASW_Player@@
.?AVC_ASW_PointCamera@@
.?AVC_ASW_Powerup@@
.?AVC_ASW_Powerup_Bullets@@
.?AVC_ASW_Powerup_Chemical_Bullets@@
.?AVC_ASW_Powerup_Electric_Bullets@@
.?AVC_ASW_Powerup_Explosive_Bullets@@
.?AVC_ASW_Powerup_Fire_Bullets@@
.?AVC_ASW_Powerup_Freeze_Bullets@@
.?AVC_ASW_Powerup_Increased_Speed@@
.?AVC_ASW_PropJeep@@
.?AVC_ASW_PropJeep_Clientside@@
.?AVC_ASW_Prop_Laserable@@
.?AVC_ASW_Prop_Physics@@
.?AVC_ASW_Queen@@
.?AVC_ASW_Queen_Divers@@
.?AVC_ASW_Queen_Grabber@@
.?AVC_ASW_Queen_Spit@@
.?AVC_ASW_Ranger@@
.?AVC_ASW_Remote_Turret@@
.?AVC_ASW_Rocket@@
.?AVC_ASW_Scanner_Info@@
.?AVC_ASW_Scanner_Noise@@
.?AVC_ASW_Sentry_Base@@
.?AVC_ASW_Sentry_Top@@
.?AVC_ASW_Sentry_Top_Flamer@@
.?AVC_ASW_Sentry_Top_Icer@@
.?AVC_ASW_Shaman@@
.?AVC_ASW_Shieldbug@@
.?AVC_ASW_Shotgun_Pellet_Predicted@@
.?AVC_ASW_Simple_Alien@@
.?AVC_ASW_Simple_Drone@@
.?AVC_ASW_Snow_Volume@@
.?AVC_ASW_T75@@
.?AVC_ASW_Target_Dummy@@
.?AVC_ASW_TeslaTrap@@
.?AVC_ASW_Trail_Beam@@
.?AVC_ASW_Use_Area@@
.?AVC_ASW_VPhysics_NPC@@
.?AVC_ASW_Voting_Mission_Chooser_Source@@
.?AVC_ASW_Voting_Missions@@
.?AVC_ASW_Weapon@@
.?AVC_ASW_Weapon_Ammo_Bag@@
.?AVC_ASW_Weapon_Ammo_Satchel@@
.?AVC_ASW_Weapon_Assault_Shotgun@@
.?AVC_ASW_Weapon_Autogun@@
.?AVC_ASW_Weapon_Bait@@
.?AVC_ASW_Weapon_Blink@@
.?AVC_ASW_Weapon_Buff_Grenade@@
.?AVC_ASW_Weapon_Chainsaw@@
.?AVC_ASW_Weapon_Electrified_Armor@@
.?AVC_ASW_Weapon_FireExtinguisher@@
.?AVC_ASW_Weapon_Fist@@
.?AVC_ASW_Weapon_Flamer@@
.?AVC_ASW_Weapon_Flares@@
.?AVC_ASW_Weapon_Flashlight@@
.?AVC_ASW_Weapon_Flechette@@
.?AVC_ASW_Weapon_Freeze_Grenades@@
.?AVC_ASW_Weapon_Grenade_Launcher@@
.?AVC_ASW_Weapon_Grenades@@
.?AVC_ASW_Weapon_HealGrenade@@
.?AVC_ASW_Weapon_Heal_Gun@@
.?AVC_ASW_Weapon_Hornet_Barrage@@
.?AVC_ASW_Weapon_Jump_Jet@@
.?AVC_ASW_Weapon_Laser_Mines@@
.?AVC_ASW_Weapon_Medical_Satchel@@
.?AVC_ASW_Weapon_Medkit@@
.?AVC_ASW_Weapon_Mines@@
.?AVC_ASW_Weapon_Minigun@@
.?AVC_ASW_Weapon_Mining_Laser@@
.?AVC_ASW_Weapon_Night_Vision@@
.?AVC_ASW_Weapon_Normal_Armor@@
.?AVC_ASW_Weapon_PDW@@
.?AVC_ASW_Weapon_PRifle@@
.?AVC_ASW_Weapon_Pistol@@
.?AVC_ASW_Weapon_Railgun@@
.?AVC_ASW_Weapon_Ricochet@@
.?AVC_ASW_Weapon_Rifle@@
.?AVC_ASW_Weapon_Sentry@@
.?AVC_ASW_Weapon_Sentry_Cannon@@
.?AVC_ASW_Weapon_Sentry_Flamer@@
.?AVC_ASW_Weapon_Sentry_Freeze@@
.?AVC_ASW_Weapon_Shotgun@@
.?AVC_ASW_Weapon_Smart_Bomb@@
.?AVC_ASW_Weapon_Sniper_Rifle@@
.?AVC_ASW_Weapon_Stim@@
.?AVC_ASW_Weapon_T75@@
.?AVC_ASW_Weapon_Tesla_Gun@@
.?AVC_ASW_Weapon_Tesla_Trap@@
.?AVC_ASW_Weapon_Welder@@
.?AVC_AlienSwarm@@
.?AVC_AlienSwarmProxy@@
.?AVC_BaseAnimating@@
.?AVC_BaseAnimatingGameSystem@@
.?AVC_BaseAnimatingOverlay@@
.?AVC_BaseButton@@
.?AVC_BaseCombatCharacter@@
.?AVC_BaseCombatWeapon@@
.?AVC_BaseDoor@@
.?AVC_BaseEntity@@
.?AVC_BaseEntityClassList@@
.?AVC_BaseExplosionEffect@@
.?AVC_BaseFlex@@
.?AVC_BaseGrenade@@
.?AVC_BaseHelicopter@@
.?AVC_BaseParticleEntity@@
.?AVC_BasePlayer@@
.?AVC_BasePropDoor@@
.?AVC_BaseTempEntity@@
.?AVC_BaseToggle@@
.?AVC_BaseTrigger@@
.?AVC_BaseViewModel@@
.?AVC_Beam@@
.?AVC_BeamSpotLight@@
.?AVC_BoneFollower@@
.?AVC_BreakableProp@@
.?AVC_BreakableSurface@@
.?AVC_ClientRagdoll@@
.?AVC_ColorCorrection@@
.?AVC_ColorCorrectionVolume@@
.?AVC_CombineGunship@@
.?AVC_DustTrail@@
.?AVC_DynamicLight@@
.?AVC_DynamicProp@@
.?AVC_Embers@@
.?AVC_EntityDissolve@@
.?AVC_EntityFlame@@
.?AVC_EntityFreezing@@
.?AVC_EntityParticleTrail@@
.?AVC_EnvAmbientLight@@
.?AVC_EnvDOFController@@
.?AVC_EnvDetailController@@
.?AVC_EnvParticleScript@@
.?AVC_EnvProjectedTexture@@
.?AVC_EnvScreenEffect@@
.?AVC_EnvScreenOverlay@@
.?AVC_EnvTonemapController@@
.?AVC_EnvWind@@
.?AVC_EnvelopeFX@@
.?AVC_Fire@@
.?AVC_FireFromAboveSprite@@
.?AVC_FireSmoke@@
.?AVC_FireSprite@@
.?AVC_FireTrail@@
.?AVC_Fish@@
.?AVC_FogController@@
.?AVC_FuncAreaPortalWindow@@
.?AVC_FuncBrush@@
.?AVC_FuncConveyor@@
.?AVC_FuncLadder@@
.?AVC_FuncMonitor@@
.?AVC_FuncMoveLinear@@
.?AVC_FuncOccluder@@
.?AVC_FuncReflectiveGlass@@
.?AVC_FuncRotating@@
.?AVC_FuncSmokeVolume@@
.?AVC_FuncTrackTrain@@
.?AVC_Func_Dust@@
.?AVC_Func_LOD@@
.?AVC_GameInstructor@@
.?AVC_GameRules@@
.?AVC_GameRulesProxy@@
.?AVC_GlobalLight@@
.?AVC_GunshipFX@@
.?AVC_HLTVCamera@@
.?AVC_Hairball@@
.?AVC_HandleTest@@
.?AVC_INIT_AgeNoise@@
.?AVC_INIT_ChaoticAttractor@@
.?AVC_INIT_ColorLitPerParticle@@
.?AVC_INIT_CreateAlongPath@@
.?AVC_INIT_CreateFromParentParticles@@
.?AVC_INIT_CreateFromPlaneCache@@
.?AVC_INIT_CreateInHierarchy@@
.?AVC_INIT_CreateOnModel@@
.?AVC_INIT_CreateSequentialPath@@
.?AVC_INIT_CreateWithinBox@@
.?AVC_INIT_CreateWithinSphere@@
.?AVC_INIT_CreationNoise@@
.?AVC_INIT_DistanceToCPInit@@
.?AVC_INIT_InheritVelocity@@
.?AVC_INIT_InitFromCPSnapshot@@
.?AVC_INIT_InitFromParentKilled@@
.?AVC_INIT_InitialRepulsionVelocity@@
.?AVC_INIT_InitialVelocityNoise@@
.?AVC_INIT_LifespanFromVelocity@@
.?AVC_INIT_ModelCull@@
.?AVC_INIT_MoveBetweenPoints@@
.?AVC_INIT_NormalAlignToCP@@
.?AVC_INIT_NormalOffset@@
.?AVC_INIT_OffsetVectorToVector@@
.?AVC_INIT_PositionOffset@@
.?AVC_INIT_PositionPlaceOnGround@@
.?AVC_INIT_PositionWarp@@
.?AVC_INIT_RandomAlpha@@
.?AVC_INIT_RandomColor@@
.?AVC_INIT_RandomLifeTime@@
.?AVC_INIT_RandomRadius@@
.?AVC_INIT_RandomRotation@@
.?AVC_INIT_RandomRotationSpeed@@
.?AVC_INIT_RandomSecondSequence@@
.?AVC_INIT_RandomSequence@@
.?AVC_INIT_RandomTrailLength@@
.?AVC_INIT_RandomYaw@@
.?AVC_INIT_RandomYawFlip@@
.?AVC_INIT_RemapCPtoScalar@@
.?AVC_INIT_RemapCPtoVector@@
.?AVC_INIT_RemapScalar@@
.?AVC_INIT_RemapScalarToVector@@
.?AVC_INIT_RemapSpeedToScalar@@
.?AVC_INIT_RingWave@@
.?AVC_INIT_RtEnvCull@@
.?AVC_INIT_SequenceFromCP@@
.?AVC_INIT_SequenceLifeTime@@
.?AVC_INIT_SetHitboxToModel@@
.?AVC_INIT_VelocityFromCP@@
.?AVC_INIT_VelocityRandom@@
.?AVC_InfoLadderDismount@@
.?AVC_InfoOverlayAccessor@@
.?AVC_LightGlow@@
.?AVC_LightGlowOverlay@@
.?AVC_LocalTempEntity@@
.?AVC_MaterialModifyControl@@
.?AVC_MegaBombExplosionEffect@@
.?AVC_MovieDisplay@@
.?AVC_MovieExplosion@@
.?AVC_MultiplayRules@@
.?AVC_OP_AlphaDecay@@
.?AVC_OP_AttractToControlPoint@@
.?AVC_OP_BasicMovement@@
.?AVC_OP_BoxConstraint@@
.?AVC_OP_ColorInterpolate@@
.?AVC_OP_ConstrainDistance@@
.?AVC_OP_ConstrainDistanceToPath@@
.?AVC_OP_ContinuousEmitter@@
.?AVC_OP_ControlpointLight@@
.?AVC_OP_Cull@@
.?AVC_OP_DampenToCP@@
.?AVC_OP_Decay@@
.?AVC_OP_DecayMaintainCount@@
.?AVC_OP_DistanceBetweenCPs@@
.?AVC_OP_DistanceBetweenCPsToCP@@
.?AVC_OP_DistanceToCP@@
.?AVC_OP_FadeAndKill@@
.?AVC_OP_FadeAndKillForTracers@@
.?AVC_OP_FadeIn@@
.?AVC_OP_FadeInSimple@@
.?AVC_OP_FadeOut@@
.?AVC_OP_FadeOutSimple@@
.?AVC_OP_ForceBasedOnDistanceToPlane@@
.?AVC_OP_InstantaneousEmitter@@
.?AVC_OP_InterpolateRadius@@
.?AVC_OP_LockToBone@@
.?AVC_OP_MaintainEmitter@@
.?AVC_OP_MaintainSequentialPath@@
.?AVC_OP_MaxVelocity@@
.?AVC_OP_ModelCull@@
.?AVC_OP_MoveToHitbox@@
.?AVC_OP_MovementMaintainOffset@@
.?AVC_OP_MovementPlaceOnGround@@
.?AVC_OP_Noise@@
.?AVC_OP_NoiseEmitter@@
.?AVC_OP_NormalLock@@
.?AVC_OP_NormalizeVector@@
.?AVC_OP_Orient2DRelToCP@@
.?AVC_OP_OrientTo2dDirection@@
.?AVC_OP_OscillateScalar@@
.?AVC_OP_OscillateScalarSimple@@
.?AVC_OP_OscillateVector@@
.?AVC_OP_OscillateVectorSimple@@
.?AVC_OP_ParentVortices@@
.?AVC_OP_PercentageBetweenCPs@@
.?AVC_OP_PercentageBetweenCPsVector@@
.?AVC_OP_PlanarConstraint@@
.?AVC_OP_PlaneCull@@
.?AVC_OP_PositionLock@@
.?AVC_OP_RampScalarLinear@@
.?AVC_OP_RampScalarLinearSimple@@
.?AVC_OP_RampScalarSpline@@
.?AVC_OP_RampScalarSplineSimple@@
.?AVC_OP_RandomForce@@
.?AVC_OP_RemapAverageScalarValuetoCP@@
.?AVC_OP_RemapBoundingVolumetoCP@@
.?AVC_OP_RemapCPVelocityToVector@@
.?AVC_OP_RemapCPtoScalar@@
.?AVC_OP_RemapCPtoVector@@
.?AVC_OP_RemapControlPointDirectionToVector@@
.?AVC_OP_RemapDirectionToCPToVector@@
.?AVC_OP_RemapDotProductToScalar@@
.?AVC_OP_RemapModelVolumetoCP@@
.?AVC_OP_RemapScalar@@
.?AVC_OP_RemapSpeed@@
.?AVC_OP_RemapSpeedtoCP@@
.?AVC_OP_RemapVelocityToVector@@
.?AVC_OP_RenderBlobs@@
.?AVC_OP_RenderModels@@
.?AVC_OP_RenderPoints@@
.?AVC_OP_RenderProjected@@
.?AVC_OP_RenderRope@@
.?AVC_OP_RenderScreenVelocityRotate@@
.?AVC_OP_RenderSprites@@
.?AVC_OP_RenderSpritesTrail@@
.?AVC_OP_RotateVector@@
.?AVC_OP_SetCPOrientationToDirection@@
.?AVC_OP_SetChildControlPoints@@
.?AVC_OP_SetControlPointPositions@@
.?AVC_OP_SetControlPointRotation@@
.?AVC_OP_SetControlPointToCenter@@
.?AVC_OP_SetControlPointToImpactPoint@@
.?AVC_OP_SetControlPointToPlayer@@
.?AVC_OP_Spin@@
.?AVC_OP_SpinUpdate@@
.?AVC_OP_SpinYaw@@
.?AVC_OP_StopAfterCPDuration@@
.?AVC_OP_TimeVaryingForce@@
.?AVC_OP_TurbulenceForce@@
.?AVC_OP_TwistAroundAxis@@
.?AVC_OP_VectorNoise@@
.?AVC_OP_VelocityDecay@@
.?AVC_OP_VelocityMatchingForce@@
.?AVC_OP_WorldCollideConstraint@@
.?AVC_OP_WorldTraceConstraint@@
.?AVC_ParticleFire@@
.?AVC_ParticlePerformanceMonitor@@
.?AVC_ParticleSmokeGrenade@@
.?AVC_ParticleSystem@@
.?AVC_ParticleTrail@@
.?AVC_PhysBox@@
.?AVC_PhysMagnet@@
.?AVC_PhysPropClientside@@
.?AVC_PhysicsProp@@
.?AVC_Plasma@@
.?AVC_PlasmaSprite@@
.?AVC_PlayerResource@@
.?AVC_PointCamera@@
.?AVC_PointCommentaryNode@@
.?AVC_PoseController@@
.?AVC_PostProcessController@@
.?AVC_PrecipitationBlocker@@
.?AVC_PropDoorRotating@@
.?AVC_PropJeep@@
.?AVC_PropVehicleChoreoGeneric@@
.?AVC_PropVehicleDriveable@@
.?AVC_Prop_Hallucination@@
.?AVC_QuadraticBeam@@
.?AVC_RagdollManager@@
.?AVC_RecipientFilter@@
.?AVC_RocketTrail@@
.?AVC_RopeKeyframe@@
.?AVC_RotorWashEmitter@@
.?AVC_SceneEntity@@
.?AVC_ServerRagdoll@@
.?AVC_ServerRagdollAttached@@
.?AVC_ShadowControl@@
.?AVC_SingleplayRules@@
.?AVC_SlideshowDisplay@@
.?AVC_SmokeStack@@
.?AVC_SmokeTrail@@
.?AVC_SoundscapeSystem@@
.?AVC_SpatialEntity@@
.?AVC_SporeExplosion@@
.?AVC_SporeTrail@@
.?AVC_SpotlightEnd@@
.?AVC_Sprite@@
.?AVC_SpriteOriented@@
.?AVC_SpriteRenderer@@
.?AVC_SpriteTrail@@
.?AVC_StatueProp@@
.?AVC_SteamJet@@
.?AVC_Sun@@
.?AVC_SunGlowOverlay@@
.?AVC_SunlightShadowControl@@
.?AVC_TEAntlionDust@@
.?AVC_TEArmorRicochet@@
.?AVC_TEBSPDecal@@
.?AVC_TEBaseBeam@@
.?AVC_TEBeamEntPoint@@
.?AVC_TEBeamEnts@@
.?AVC_TEBeamFollow@@
.?AVC_TEBeamLaser@@
.?AVC_TEBeamPoints@@
.?AVC_TEBeamRing@@
.?AVC_TEBeamRingPoint@@
.?AVC_TEBeamSpline@@
.?AVC_TEBloodSprite@@
.?AVC_TEBloodStream@@
.?AVC_TEBreakModel@@
.?AVC_TEBubbleTrail@@
.?AVC_TEBubbles@@
.?AVC_TEClientProjectile@@
.?AVC_TEDecal@@
.?AVC_TEDust@@
.?AVC_TEDynamicLight@@
.?AVC_TEEffectDispatch@@
.?AVC_TEEnergySplash@@
.?AVC_TEExplosion@@
.?AVC_TEFizz@@
.?AVC_TEFootprintDecal@@
.?AVC_TEFoundryHelpers@@
.?AVC_TEGaussExplosion@@
.?AVC_TEGlowSprite@@
.?AVC_TEImpact@@
.?AVC_TEKillPlayerAttachments@@
.?AVC_TELargeFunnel@@
.?AVC_TEMarineAnimEvent@@
.?AVC_TEMetalSparks@@
.?AVC_TEMuzzleFlash@@
.?AVC_TEParticleSystem@@
.?AVC_TEPhysicsProp@@
.?AVC_TEPlayerAnimEvent@@
.?AVC_TEPlayerDecal@@
.?AVC_TEProjectedDecal@@
.?AVC_TEShatterSurface@@
.?AVC_TEShowLine@@
.?AVC_TESmoke@@
.?AVC_TESparks@@
.?AVC_TESprite@@
.?AVC_TESpriteSpray@@
.?AVC_TEWorldDecal@@
.?AVC_Team@@
.?AVC_TeamplayRoundBasedRules@@
.?AVC_TeamplayRoundBasedRulesProxy@@
.?AVC_TempEntsSystem@@
.?AVC_Tesla@@
.?AVC_TestTraceline@@
.?AVC_Test_ProxyToggle_Networkable@@
.?AVC_TriggerPlayerMovement@@
.?AVC_VGuiScreen@@
.?AVC_WaterBullet@@
.?AVC_WaterExplosionEffect@@
.?AVC_WaterLODControl@@
.?AVC_World@@
.?AVCainMailPanel@@
.?AVCampaignFrame@@
.?AVCampaignMapLocation@@
.?AVCampaignMapSearchLights@@
.?AVCampaignPanel@@
.?AVCaptionGripPanel@?A0x1467595f@@
.?AVChatEchoPanel@@
.?AVCheckButton@vgui@@
.?AVCheckImage@@
.?AVCircularProgressBar@vgui@@
.?AVClickPanel@vgui@@
.?AVClientModeASW@@
.?AVClientModeASWFullscreen@@
.?AVClientModeShared@@
.?AVCloud@BaseModUI@@
.?AVColumnButton@@
.?AVComboBox@vgui@@
.?AVComboBoxButton@vgui@@
.?AVCommandMenu@@
.?AVConCommand@@
.?AVConCommandBase@@
.?AVConVar@@
.?AVConVar_ServerBounded@@
.?AVConVar_m_pitch@@
.?AVContextLabel@vgui@@
.?AVContinuousProgressBar@vgui@@
.?AVControllerOptions@BaseModUI@@
.?AVControllerOptionsButtons@BaseModUI@@
.?AVControllerOptionsSticks@BaseModUI@@
.?AVCountdownTimer@@
.?AVCreditsPanel@@
.?AVCrosshairImagePanel@@
.?AVCustomCampaignListItem@BaseModUI@@
.?AVCustomCampaigns@BaseModUI@@
.?AVDNameNode@@
.?AVDNameStatusNode@@
.?AVDebriefTextPage@@
.?AVDivider@vgui@@
.?AVDownloadCampaign@BaseModUI@@
.?AVDownloads@BaseModUI@@
.?AVDragger@@
.?AVDropDownMenu@BaseModUI@@
.?AVEditablePanel@vgui@@
.?AVExpandButton@vgui@@
.?AVExperienceBar@@
.?AVExperienceBarSmall@@
.?AVExperienceStatLine@@
.?AVFadeInPanel@@
.?AVFileNameComboBox@vgui@@
.?AVFileOpenDialog@vgui@@
.?AVFileWeaponInfo_t@@
.?AVFlyoutMenu@BaseModUI@@
.?AVFlyoutMenuListener@BaseModUI@@
.?AVFocusNavGroup@vgui@@
.?AVFontTestPanel@@
.?AVForceReadyPanel@@
.?AVFoundGameListItem@BaseModUI@@
.?AVFoundGames@BaseModUI@@
.?AVFoundGroupGames@BaseModUI@@
.?AVFoundPublicGames@BaseModUI@@
.?AVFrame@vgui@@
.?AVFrameButton@vgui@@
.?AVFrameSystemButton@vgui@@
.?AVFullscreenASWViewport@@
.?AVGameLobby@BaseModUI@@
.?AVGameModes@@
.?AVGameOptions@BaseModUI@@
.?AVGameSettings@BaseModUI@@
.?AVGenericConfirmation@BaseModUI@@
.?AVGenericPanelList@BaseModUI@@
.?AVGenericWaitScreen@BaseModUI@@
.?AVGetLegacyData@BaseModUI@@
.?AVGraphPanel@vgui@@
.?AVGripPanel@?A0x1467595f@@
.?AVHTML@vgui@@
.?AVHoldout_Hud_Wave_Panel@@
.?AVHoldout_Resupply_Frame@@
.?AVHoldout_Wave_Announce_Panel@@
.?AVHoldout_Wave_End_Panel@@
.?AVIASWPlayerAnimState@@
.?AVIASWPlayerAnimStateHelpers@@
.?AVIASW_Client_Aim_Target@@
.?AVIASW_Client_Usable_Entity@@
.?AVIASW_Client_Vehicle@@
.?AVIASW_Mission_Chooser_Source@@
.?AVIAchievement@@
.?AVIAchievementMgr@@
.?AVIAppSystem@@
.?AVIBaseClientDLL@@
.?AVIBaseInterface@@
.?AVIBaseModFrameListener@BaseModUI@@
.?AVIBreakableWithPropData@@
.?AVIBriefing@@
.?AVIBrushRenderer@@
.?AVIChoreoEventCallback@@
.?AVIChoreoStringPool@@
.?AVIClassMap@@
.?AVIClientAimTargetsAutoList@@
.?AVIClientAlphaProperty@@
.?AVIClientAlphaPropertyMgr@@
.?AVIClientDLLSharedAppSystems@@
.?AVIClientEntity@@
.?AVIClientEntityList@@
.?AVIClientEntityListener@@
.?AVIClientLeafShadowEnum@@
.?AVIClientLeafSystem@@
.?AVIClientLeafSystemEngine@@
.?AVIClientMaterialSystem@@
.?AVIClientMode@@
.?AVIClientModelRenderable@@
.?AVIClientNetworkable@@
.?AVIClientPanel@vgui@@
.?AVIClientRenderTargets@@
.?AVIClientRenderable@@
.?AVIClientShadowMgr@@
.?AVIClientThinkable@@
.?AVIClientTools@@
.?AVIClientUnknown@@
.?AVIClientVehicle@@
.?AVICollideable@@
.?AVICommandCallback@@
.?AVICommandCompletionCallback@@
.?AVIConCommandBaseAccessor@@
.?AVIConVar@@
.?AVIConsole@@
.?AVIConsoleDisplayFunc@@
.?AVICurveDataAccessor@@
.?AVIDataCacheClient@@
.?AVIDebugOverlayPanel@@
.?AVIDecalEmitterSystem@@
.?AVIDetailObjectSystem@@
.?AVIEffects@@
.?AVIEffectsList@@
.?AVIEngineEmulator@ResponseRules@@
.?AVIEntityDataInstantiator@@
.?AVIEntitySaveUtils@@
.?AVIFPSPanel@@
.?AVIGameClientExports@@
.?AVIGameConsole@@
.?AVIGameEventListener2@@
.?AVIGameMovement@@
.?AVIGameResources@@
.?AVIGameSystem@@
.?AVIGameSystemPerFrame@@
.?AVIGameUI@@
.?AVIGenericPanelListItem@BaseModUI@@
.?AVIHTMLEvents@vgui@@
.?AVIHandleEntity@@
.?AVIHealthTracked@@
.?AVIHealthTrackedAutoList@@
.?AVIHelper@CSimplePhysics@@
.?AVIHudLCD@@
.?AVIHudTextMessage@@
.?AVIImage@vgui@@
.?AVIInput@@
.?AVIInterpolatedVar@@
.?AVIKeyBindingListenerMgr@@
.?AVIKeyValuesDumpContext@@
.?AVIKeyValuesDumpContextAsText@@
.?AVILoadingDisc@@
.?AVIManipulator@@
.?AVIMarineGameMovement@@
.?AVIMatchAsyncOperation@@
.?AVIMatchEventsSink@@
.?AVIMaterialProxy@@
.?AVIMaterialProxyDict@@
.?AVIMessageChars@@
.?AVIModelRenderSystem@@
.?AVIMotionEvent@@
.?AVIMoveHelper@@
.?AVIMultiplayerPhysics@@
.?AVINetGraphPanel@@
.?AVIObjectiveMarkerList@@
.?AVIPVSNotify@@
.?AVIPanelAnimationPropertyConverter@vgui@@
.?AVIPanelFactory@@
.?AVIPanelMetaClassMgr@@
.?AVIParticleEffect@@
.?AVIParticleOperatorDefinition@@
.?AVIParticleSystemQuery@@
.?AVIPartitionEnumerator@@
.?AVIPartitionQueryCallback@@
.?AVIPhysSaveRestoreManager@@
.?AVIPhysicsCollisionEvent@@
.?AVIPhysicsCollisionSolver@@
.?AVIPhysicsGameTrace@@
.?AVIPhysicsObjectEvent@@
.?AVIPlayerAnimState@@
.?AVIPoseDebugger@@
.?AVIPrecacheHandler@@
.?AVIPrediction@@
.?AVIPredictionSystem@@
.?AVIPrototypeAppEffect@@
.?AVIRagdoll@@
.?AVIRecipientFilter@@
.?AVIRecordingList@@
.?AVIRefCounted@@
.?AVIResourcePrecacher@@
.?AVIResponseSystem@ResponseRules@@
.?AVIRestore@@
.?AVIRopeManager@@
.?AVIRunGameEngine@@
.?AVISave@@
.?AVISaveRestoreBlockHandler@@
.?AVISaveRestoreBlockSet@@
.?AVISaveRestoreOps@@
.?AVISceneTokenProcessor@@
.?AVIScreenSpaceEffect@@
.?AVIScreenSpaceEffectManager@@
.?AVISelectStorageDeviceClient@BaseModUI@@
.?AVISpatialLeafEnumerator@@
.?AVITempEnts@@
.?AVITempEntsSystem@@
.?AVITextMessage@@
.?AVITextureRegenerator@@
.?AVITraceFilter@@
.?AVIVGuiModuleLoader@@
.?AVIVModeManager@@
.?AVIVPhysicsKeyHandler@@
.?AVIVTFTexture@@
.?AVIVehicle@@
.?AVIViewEffects@@
.?AVIViewPort@@
.?AVIViewPortPanel@@
.?AVIViewRender@@
.?AVIViewRenderBeams@@
.?AVIVoiceStatusHelper@@
.?AVImage@vgui@@
.?AVImageButton@@
.?AVImagePanel@vgui@@
.?AVInGameChapterSelect@BaseModUI@@
.?AVInGameDifficultySelect@BaseModUI@@
.?AVInGameKickPlayerList@BaseModUI@@
.?AVInGameMainMenu@BaseModUI@@
.?AVInGameMissionPanelFrame@@
.?AVInputDialog@vgui@@
.?AVIntervalTimer@@
.?AVLabel@vgui@@
.?AVLeaderboard@BaseModUI@@
.?AVLeaderboardListItem@BaseModUI@@
.?AVListPanel@vgui@@
.?AVListViewItem@vgui@@
.?AVListViewPanel@vgui@@
.?AVLoadingMissionDetailsPanel@@
.?AVLoadingProgress@BaseModUI@@
.?AVMainMenu@BaseModUI@@
.?AVMapEdgesBox@@
.?AVMedalStatLine@@
.?AVMenu@vgui@@
.?AVMenuBar@vgui@@
.?AVMenuButton@vgui@@
.?AVMenuItem@vgui@@
.?AVMenuItemCheckImage@@
.?AVMenuSeparator@vgui@@
.?AVMessageBox@vgui@@
.?AVMissionCompleteFrame@@
.?AVMissionCompletePanel@@
.?AVMissionStatsPanel@@
.?AVMultiplayer@BaseModUI@@
.?AVMusicImporterDialog@@
.?AVNetworkVar_fog@sky3dparams_t@@
.?AVNetworkVar_m_Collision@C_BaseEntity@@
.?AVNetworkVar_m_Local@C_BasePlayer@@
.?AVNetworkVar_m_Particles@C_BaseEntity@@
.?AVNetworkVar_m_TimelineAmmo@C_ASW_Marine_Resource@@
.?AVNetworkVar_m_TimelineFriendlyFire@C_ASW_Marine_Resource@@
.?AVNetworkVar_m_TimelineHealth@C_ASW_Marine_Resource@@
.?AVNetworkVar_m_TimelineKillsTotal@C_ASW_Marine_Resource@@
.?AVNetworkVar_m_TimelinePosX@C_ASW_Marine_Resource@@
.?AVNetworkVar_m_TimelinePosY@C_ASW_Marine_Resource@@
.?AVObjectiveDetailsPanel@@
.?AVObjectiveListBox@@
.?AVObjectiveMap@@
.?AVObjectiveMapDrawingPanel@@
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.\game_controls\ClientScoreBoardDialog.cpp
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.\swarm\c_asw_marine.cpp
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.\swarm\c_asw_objective_countdown.cpp
.\swarm\c_asw_player.cpp
.\swarm\c_asw_queen.cpp
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.\swarm\vgui\radialmenu.cpp
.\swarm\vgui_rootpanel_asw.cpp
.\vgui_bindpanel.cpp
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// DO NOT EDIT, GENERATED BY HALF-LIFE\r\n
// File generated:  %.19s %s\r\n
// Half-Life User Info Configuration Layout Script (stores last settings chosen, too)\r\n
// Half-Life User Info Configuration Settings\r\n
// NOTE:  THIS FILE IS AUTOMATICALLY REGENERATED, \r\n//DO NOT EDIT THIS HEADER, YOUR COMMENTS WILL BE LOST IF YOU DO\r\n// User options script\r\n//\r\n// Format:\r\n//  Version [float]\r\n//  Options description followed by \r\n//  Options defaults\r\n//\r\n// Option description syntax:\r\n//\r\n//  "cvar" { "Prompt" { type [ type info ] } { default } }\r\n//\r\n//  type = \r\n//   BOOL   (a yes/no toggle)\r\n//   STRING\r\n//   NUMBER\r\n//   LIST\r\n//\r\n// type info:\r\n// BOOL                 no type info\r\n// NUMBER       min max range, use -1 -1 for no limits\r\n// STRING       no type info\r\n// LIST          delimited list of options value pairs\r\n//\r\n//\r\n// default depends on type\r\n// BOOL is "0" or "1"\r\n// NUMBER is "value"\r\n// STRING is "value"\r\n// LIST is "index", where index "0" is the first element of the list\r\n\r\n\r\n
//========== Copyright 
//\r\n//\r\n// Cvar\t-\tSetting\r\n\r\n
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0 - no auto-resize
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0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
0 MW
0-255, but 0 has errors at the moment
0.001
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1 - resize right
1 - show hitches , 2 - show stalls
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1 1 1
1 1 1 1
1 = vgui, 2 = particles
1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.
1 use SIMD bones 0 use scalar bones.
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@ISteamUserStats::GetStat failed to set component value in Steam for achievement %s\n
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A burning player that gibs has burning gibs.
A!;I2
AAlpha Fade and Decay for Tracers
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ABGR8888
ACDEFGILMNOPST
ACID
ACTOR
ACT_180_LEFT
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ACT_GESTURE_FLINCH_CHEST
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ACT_GESTURE_FLINCH_STOMACH
ACT_GESTURE_MELEE_ATTACK1
ACT_GESTURE_MELEE_ATTACK2
ACT_GESTURE_MELEE_ATTACK_SWING
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ACT_GESTURE_RANGE_ATTACK2
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ACT_GESTURE_RANGE_ATTACK_AR2
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE
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ACT_HL2MP_GESTURE_RELOAD_MELEE
ACT_HL2MP_IDLE_CROUCH_MELEE
ACT_HL2MP_IDLE_MELEE
ACT_HL2MP_JUMP_MELEE
ACT_HL2MP_RUN_MELEE
ACT_HL2MP_WALK_CROUCH_MELEE
ACT_HOP
ACT_HOVER
ACT_IDLE
ACT_IDLETORUN
ACT_IDLE_AGITATED
ACT_IDLE_AIM_AGITATED
ACT_IDLE_AIM_AUTOGUN
ACT_IDLE_AIM_DUAL
ACT_IDLE_AIM_PISTOL
ACT_IDLE_AIM_RELAXED
ACT_IDLE_AIM_RIFLE
ACT_IDLE_AIM_RIFLE_STIMULATED
ACT_IDLE_AIM_SHOTGUN
ACT_IDLE_AIM_STEALTH
ACT_IDLE_AIM_STIMULATED
ACT_IDLE_ANGRY
ACT_IDLE_ANGRY_MELEE
ACT_IDLE_ANGRY_PISTOL
ACT_IDLE_ANGRY_RPG
ACT_IDLE_ANGRY_SHOTGUN
ACT_IDLE_ANGRY_SMG1
ACT_IDLE_AUTOGUN
ACT_IDLE_CARRY
ACT_IDLE_DUAL
ACT_IDLE_HURT
ACT_IDLE_MANNEDGUN
ACT_IDLE_MELEE
ACT_IDLE_ON_FIRE
ACT_IDLE_PACKAGE
ACT_IDLE_PISTOL
ACT_IDLE_RELAXED
ACT_IDLE_RIFLE
ACT_IDLE_RPG
ACT_IDLE_RPG_RELAXED
ACT_IDLE_SHOTGUN
ACT_IDLE_SHOTGUN_AGITATED
ACT_IDLE_SHOTGUN_RELAXED
ACT_IDLE_SHOTGUN_STIMULATED
ACT_IDLE_SMG1
ACT_IDLE_SMG1_RELAXED
ACT_IDLE_SMG1_STIMULATED
ACT_IDLE_STEALTH
ACT_IDLE_STEALTH_PISTOL
ACT_IDLE_STIMULATED
ACT_IDLE_SUITCASE
ACT_ITEM1_VM_DRAW
ACT_ITEM1_VM_DRYFIRE
ACT_ITEM1_VM_HOLSTER
ACT_ITEM1_VM_IDLE
ACT_ITEM1_VM_IDLE_LOWERED
ACT_ITEM1_VM_IDLE_TO_LOWERED
ACT_ITEM1_VM_LOWERED_TO_IDLE
ACT_ITEM1_VM_PRIMARYATTACK
ACT_ITEM1_VM_PULLBACK
ACT_ITEM1_VM_RELOAD
ACT_ITEM1_VM_SECONDARYATTACK
ACT_ITEM2_VM_DRAW
ACT_ITEM2_VM_DRYFIRE
ACT_ITEM2_VM_HOLSTER
ACT_ITEM2_VM_IDLE
ACT_ITEM2_VM_IDLE_LOWERED
ACT_ITEM2_VM_IDLE_TO_LOWERED
ACT_ITEM2_VM_LOWERED_TO_IDLE
ACT_ITEM2_VM_PRIMARYATTACK
ACT_ITEM2_VM_PULLBACK
ACT_ITEM2_VM_RELOAD
ACT_ITEM2_VM_SECONDARYATTACK
ACT_JUMP
ACT_JUMP_AUTOGUN
ACT_JUMP_DUAL
ACT_JUMP_RIFLE
ACT_JUMP_SHOTGUN
ACT_LAND
ACT_LEAP
ACT_LOOKBACK_LEFT
ACT_LOOKBACK_RIGHT
ACT_MELEE_ATTACK1
ACT_MELEE_ATTACK2
ACT_MELEE_ATTACK_SWING
ACT_MELEE_ATTACK_SWING_GESTURE
ACT_MELEE_VM_DRAW
ACT_MELEE_VM_DRYFIRE
ACT_MELEE_VM_HOLSTER
ACT_MELEE_VM_IDLE
ACT_MELEE_VM_IDLE_LOWERED
ACT_MELEE_VM_IDLE_TO_LOWERED
ACT_MELEE_VM_LOWERED_TO_IDLE
ACT_MELEE_VM_PRIMARYATTACK
ACT_MELEE_VM_PULLBACK
ACT_MELEE_VM_RELOAD
ACT_MELEE_VM_SECONDARYATTACK
ACT_MP_AIRWALK
ACT_MP_AIRWALK_BUILDING
ACT_MP_AIRWALK_ITEM1
ACT_MP_AIRWALK_ITEM2
ACT_MP_AIRWALK_MELEE
ACT_MP_AIRWALK_PDA
ACT_MP_AIRWALK_PRIMARY
ACT_MP_AIRWALK_SECONDARY
ACT_MP_ATTACK_AIRWALK_BUILDING
ACT_MP_ATTACK_AIRWALK_GRENADE
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING
ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE
ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY
ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY
ACT_MP_ATTACK_AIRWALK_ITEM1
ACT_MP_ATTACK_AIRWALK_ITEM2
ACT_MP_ATTACK_AIRWALK_MELEE
ACT_MP_ATTACK_AIRWALK_PRIMARY
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE
ACT_MP_ATTACK_AIRWALK_SECONDARY
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE
ACT_MP_ATTACK_CROUCH_BUILDING
ACT_MP_ATTACK_CROUCH_GRENADE
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY
ACT_MP_ATTACK_CROUCH_ITEM1
ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY
ACT_MP_ATTACK_CROUCH_ITEM2
ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY
ACT_MP_ATTACK_CROUCH_MELEE
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY
ACT_MP_ATTACK_CROUCH_POSTFIRE
ACT_MP_ATTACK_CROUCH_PREFIRE
ACT_MP_ATTACK_CROUCH_PRIMARY
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED
ACT_MP_ATTACK_CROUCH_SECONDARY
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE
ACT_MP_ATTACK_STAND_BUILDING
ACT_MP_ATTACK_STAND_GRENADE
ACT_MP_ATTACK_STAND_GRENADE_BUILDING
ACT_MP_ATTACK_STAND_GRENADE_MELEE
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY
ACT_MP_ATTACK_STAND_ITEM1
ACT_MP_ATTACK_STAND_ITEM1_SECONDARY
ACT_MP_ATTACK_STAND_ITEM2
ACT_MP_ATTACK_STAND_ITEM2_SECONDARY
ACT_MP_ATTACK_STAND_MELEE
ACT_MP_ATTACK_STAND_MELEE_SECONDARY
ACT_MP_ATTACK_STAND_PDA
ACT_MP_ATTACK_STAND_POSTFIRE
ACT_MP_ATTACK_STAND_PREFIRE
ACT_MP_ATTACK_STAND_PRIMARY
ACT_MP_ATTACK_STAND_PRIMARYFIRE
ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED
ACT_MP_ATTACK_STAND_SECONDARY
ACT_MP_ATTACK_STAND_SECONDARYFIRE
ACT_MP_ATTACK_STAND_STARTFIRE
ACT_MP_ATTACK_SWIM_BUILDING
ACT_MP_ATTACK_SWIM_GRENADE
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING
ACT_MP_ATTACK_SWIM_GRENADE_MELEE
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY
ACT_MP_ATTACK_SWIM_ITEM1
ACT_MP_ATTACK_SWIM_ITEM2
ACT_MP_ATTACK_SWIM_MELEE
ACT_MP_ATTACK_SWIM_PDA
ACT_MP_ATTACK_SWIM_POSTFIRE
ACT_MP_ATTACK_SWIM_PREFIRE
ACT_MP_ATTACK_SWIM_PRIMARY
ACT_MP_ATTACK_SWIM_PRIMARYFIRE
ACT_MP_ATTACK_SWIM_SECONDARY
ACT_MP_ATTACK_SWIM_SECONDARYFIRE
ACT_MP_CROUCHWALK
ACT_MP_CROUCHWALK_BUILDING
ACT_MP_CROUCHWALK_ITEM1
ACT_MP_CROUCHWALK_ITEM2
ACT_MP_CROUCHWALK_MELEE
ACT_MP_CROUCHWALK_PDA
ACT_MP_CROUCHWALK_PRIMARY
ACT_MP_CROUCHWALK_SECONDARY
ACT_MP_CROUCH_BUILDING
ACT_MP_CROUCH_DEPLOYED
ACT_MP_CROUCH_DEPLOYED_IDLE
ACT_MP_CROUCH_IDLE
ACT_MP_CROUCH_ITEM1
ACT_MP_CROUCH_ITEM2
ACT_MP_CROUCH_MELEE
ACT_MP_CROUCH_PDA
ACT_MP_CROUCH_PRIMARY
ACT_MP_CROUCH_SECONDARY
ACT_MP_DEPLOYED
ACT_MP_DEPLOYED_IDLE
ACT_MP_DEPLOYED_PRIMARY
ACT_MP_DOUBLEJUMP
ACT_MP_GESTURE_FLINCH
ACT_MP_GESTURE_FLINCH_CHEST
ACT_MP_GESTURE_FLINCH_HEAD
ACT_MP_GESTURE_FLINCH_ITEM1
ACT_MP_GESTURE_FLINCH_ITEM2
ACT_MP_GESTURE_FLINCH_LEFTARM
ACT_MP_GESTURE_FLINCH_LEFTLEG
ACT_MP_GESTURE_FLINCH_MELEE
ACT_MP_GESTURE_FLINCH_PRIMARY
ACT_MP_GESTURE_FLINCH_RIGHTARM
ACT_MP_GESTURE_FLINCH_RIGHTLEG
ACT_MP_GESTURE_FLINCH_SECONDARY
ACT_MP_GESTURE_FLINCH_STOMACH
ACT_MP_GESTURE_VC_FINGERPOINT
ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2
ACT_MP_GESTURE_VC_FINGERPOINT_MELEE
ACT_MP_GESTURE_VC_FINGERPOINT_PDA
ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY
ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY
ACT_MP_GESTURE_VC_FISTPUMP
ACT_MP_GESTURE_VC_FISTPUMP_BUILDING
ACT_MP_GESTURE_VC_FISTPUMP_ITEM1
ACT_MP_GESTURE_VC_FISTPUMP_ITEM2
ACT_MP_GESTURE_VC_FISTPUMP_MELEE
ACT_MP_GESTURE_VC_FISTPUMP_PDA
ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY
ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY
ACT_MP_GESTURE_VC_HANDMOUTH
ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2
ACT_MP_GESTURE_VC_HANDMOUTH_MELEE
ACT_MP_GESTURE_VC_HANDMOUTH_PDA
ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY
ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY
ACT_MP_GESTURE_VC_NODNO
ACT_MP_GESTURE_VC_NODNO_BUILDING
ACT_MP_GESTURE_VC_NODNO_ITEM1
ACT_MP_GESTURE_VC_NODNO_ITEM2
ACT_MP_GESTURE_VC_NODNO_MELEE
ACT_MP_GESTURE_VC_NODNO_PDA
ACT_MP_GESTURE_VC_NODNO_PRIMARY
ACT_MP_GESTURE_VC_NODNO_SECONDARY
ACT_MP_GESTURE_VC_NODYES
ACT_MP_GESTURE_VC_NODYES_BUILDING
ACT_MP_GESTURE_VC_NODYES_ITEM1
ACT_MP_GESTURE_VC_NODYES_ITEM2
ACT_MP_GESTURE_VC_NODYES_MELEE
ACT_MP_GESTURE_VC_NODYES_PDA
ACT_MP_GESTURE_VC_NODYES_PRIMARY
ACT_MP_GESTURE_VC_NODYES_SECONDARY
ACT_MP_GESTURE_VC_THUMBSUP
ACT_MP_GESTURE_VC_THUMBSUP_BUILDING
ACT_MP_GESTURE_VC_THUMBSUP_ITEM1
ACT_MP_GESTURE_VC_THUMBSUP_ITEM2
ACT_MP_GESTURE_VC_THUMBSUP_MELEE
ACT_MP_GESTURE_VC_THUMBSUP_PDA
ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY
ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY
ACT_MP_GRENADE1_ATTACK
ACT_MP_GRENADE1_DRAW
ACT_MP_GRENADE1_IDLE
ACT_MP_GRENADE2_ATTACK
ACT_MP_GRENADE2_DRAW
ACT_MP_GRENADE2_IDLE
ACT_MP_ITEM1_GRENADE1_ATTACK
ACT_MP_ITEM1_GRENADE1_DRAW
ACT_MP_ITEM1_GRENADE1_IDLE
ACT_MP_ITEM1_GRENADE2_ATTACK
ACT_MP_ITEM1_GRENADE2_DRAW
ACT_MP_ITEM1_GRENADE2_IDLE
ACT_MP_ITEM2_GRENADE1_ATTACK
ACT_MP_ITEM2_GRENADE1_DRAW
ACT_MP_ITEM2_GRENADE1_IDLE
ACT_MP_ITEM2_GRENADE2_ATTACK
ACT_MP_ITEM2_GRENADE2_DRAW
ACT_MP_ITEM2_GRENADE2_IDLE
ACT_MP_JUMP
ACT_MP_JUMP_BUILDING
ACT_MP_JUMP_FLOAT
ACT_MP_JUMP_FLOAT_BUILDING
ACT_MP_JUMP_FLOAT_ITEM1
ACT_MP_JUMP_FLOAT_ITEM2
ACT_MP_JUMP_FLOAT_MELEE
ACT_MP_JUMP_FLOAT_PDA
ACT_MP_JUMP_FLOAT_PRIMARY
ACT_MP_JUMP_FLOAT_SECONDARY
ACT_MP_JUMP_ITEM1
ACT_MP_JUMP_ITEM2
ACT_MP_JUMP_LAND
ACT_MP_JUMP_LAND_BUILDING
ACT_MP_JUMP_LAND_ITEM1
ACT_MP_JUMP_LAND_ITEM2
ACT_MP_JUMP_LAND_MELEE
ACT_MP_JUMP_LAND_PDA
ACT_MP_JUMP_LAND_PRIMARY
ACT_MP_JUMP_LAND_SECONDARY
ACT_MP_JUMP_MELEE
ACT_MP_JUMP_PDA
ACT_MP_JUMP_PRIMARY
ACT_MP_JUMP_SECONDARY
ACT_MP_JUMP_START
ACT_MP_JUMP_START_BUILDING
ACT_MP_JUMP_START_ITEM1
ACT_MP_JUMP_START_ITEM2
ACT_MP_JUMP_START_MELEE
ACT_MP_JUMP_START_PDA
ACT_MP_JUMP_START_PRIMARY
ACT_MP_JUMP_START_SECONDARY
ACT_MP_MELEE_GRENADE1_ATTACK
ACT_MP_MELEE_GRENADE1_DRAW
ACT_MP_MELEE_GRENADE1_IDLE
ACT_MP_MELEE_GRENADE2_ATTACK
ACT_MP_MELEE_GRENADE2_DRAW
ACT_MP_MELEE_GRENADE2_IDLE
ACT_MP_PRIMARY_GRENADE1_ATTACK
ACT_MP_PRIMARY_GRENADE1_DRAW
ACT_MP_PRIMARY_GRENADE1_IDLE
ACT_MP_PRIMARY_GRENADE2_ATTACK
ACT_MP_PRIMARY_GRENADE2_DRAW
ACT_MP_PRIMARY_GRENADE2_IDLE
ACT_MP_RELOAD_AIRWALK
ACT_MP_RELOAD_AIRWALK_END
ACT_MP_RELOAD_AIRWALK_LOOP
ACT_MP_RELOAD_AIRWALK_PRIMARY
ACT_MP_RELOAD_AIRWALK_PRIMARY_END
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP
ACT_MP_RELOAD_AIRWALK_SECONDARY
ACT_MP_RELOAD_AIRWALK_SECONDARY_END
ACT_MP_RELOAD_AIRWALK_SECONDARY_LOOP
ACT_MP_RELOAD_CROUCH
ACT_MP_RELOAD_CROUCH_END
ACT_MP_RELOAD_CROUCH_LOOP
ACT_MP_RELOAD_CROUCH_PRIMARY
ACT_MP_RELOAD_CROUCH_PRIMARY_END
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP
ACT_MP_RELOAD_CROUCH_SECONDARY
ACT_MP_RELOAD_CROUCH_SECONDARY_END
ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP
ACT_MP_RELOAD_STAND
ACT_MP_RELOAD_STAND_END
ACT_MP_RELOAD_STAND_LOOP
ACT_MP_RELOAD_STAND_PRIMARY
ACT_MP_RELOAD_STAND_PRIMARY_END
ACT_MP_RELOAD_STAND_PRIMARY_LOOP
ACT_MP_RELOAD_STAND_SECONDARY
ACT_MP_RELOAD_STAND_SECONDARY_END
ACT_MP_RELOAD_STAND_SECONDARY_LOOP
ACT_MP_RELOAD_SWIM
ACT_MP_RELOAD_SWIM_END
ACT_MP_RELOAD_SWIM_LOOP
ACT_MP_RELOAD_SWIM_PRIMARY
ACT_MP_RELOAD_SWIM_PRIMARY_END
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP
ACT_MP_RELOAD_SWIM_SECONDARY
ACT_MP_RELOAD_SWIM_SECONDARY_END
ACT_MP_RELOAD_SWIM_SECONDARY_LOOP
ACT_MP_RUN
ACT_MP_RUN_BUILDING
ACT_MP_RUN_ITEM1
ACT_MP_RUN_ITEM2
ACT_MP_RUN_MELEE
ACT_MP_RUN_PDA
ACT_MP_RUN_PRIMARY
ACT_MP_RUN_SECONDARY
ACT_MP_SECONDARY_GRENADE1_ATTACK
ACT_MP_SECONDARY_GRENADE1_DRAW
ACT_MP_SECONDARY_GRENADE1_IDLE
ACT_MP_SECONDARY_GRENADE2_ATTACK
ACT_MP_SECONDARY_GRENADE2_DRAW
ACT_MP_SECONDARY_GRENADE2_IDLE
ACT_MP_SPRINT
ACT_MP_STAND_BUILDING
ACT_MP_STAND_IDLE
ACT_MP_STAND_ITEM1
ACT_MP_STAND_ITEM2
ACT_MP_STAND_MELEE
ACT_MP_STAND_PDA
ACT_MP_STAND_PRIMARY
ACT_MP_STAND_SECONDARY
ACT_MP_SWIM
ACT_MP_SWIM_BUILDING
ACT_MP_SWIM_DEPLOYED
ACT_MP_SWIM_DEPLOYED_PRIMARY
ACT_MP_SWIM_ITEM1
ACT_MP_SWIM_ITEM2
ACT_MP_SWIM_MELEE
ACT_MP_SWIM_PDA
ACT_MP_SWIM_PRIMARY
ACT_MP_SWIM_SECONDARY
ACT_MP_VCD
ACT_MP_WALK
ACT_MP_WALK_BUILDING
ACT_MP_WALK_ITEM1
ACT_MP_WALK_ITEM2
ACT_MP_WALK_MELEE
ACT_MP_WALK_PDA
ACT_MP_WALK_PRIMARY
ACT_MP_WALK_SECONDARY
ACT_OBJ_ASSEMBLING
ACT_OBJ_DETERIORATING
ACT_OBJ_DISMANTLING
ACT_OBJ_IDLE
ACT_OBJ_PLACING
ACT_OBJ_RUNNING
ACT_OBJ_STARTUP
ACT_OBJ_UPGRADING
ACT_OPEN_DOOR
ACT_OVERLAY_GRENADEIDLE
ACT_OVERLAY_GRENADEREADY
ACT_OVERLAY_PRIMARYATTACK
ACT_OVERLAY_SHIELD_ATTACK
ACT_OVERLAY_SHIELD_DOWN
ACT_OVERLAY_SHIELD_KNOCKBACK
ACT_OVERLAY_SHIELD_UP
ACT_OVERLAY_SHIELD_UP_IDLE
ACT_PDA_VM_DRAW
ACT_PDA_VM_DRYFIRE
ACT_PDA_VM_HOLSTER
ACT_PDA_VM_IDLE
ACT_PDA_VM_IDLE_LOWERED
ACT_PDA_VM_IDLE_TO_LOWERED
ACT_PDA_VM_LOWERED_TO_IDLE
ACT_PDA_VM_PRIMARYATTACK
ACT_PDA_VM_PULLBACK
ACT_PDA_VM_RELOAD
ACT_PDA_VM_SECONDARYATTACK
ACT_PHYSCANNON_ANIMATE
ACT_PHYSCANNON_ANIMATE_POST
ACT_PHYSCANNON_ANIMATE_PRE
ACT_PHYSCANNON_DETACH
ACT_PHYSCANNON_UPGRADE
ACT_PICKUP_GROUND
ACT_PICKUP_RACK
ACT_PLAYER_CROUCH_FIRE
ACT_PLAYER_CROUCH_WALK_FIRE
ACT_PLAYER_IDLE_FIRE
ACT_PLAYER_RUN_FIRE
ACT_PLAYER_WALK_FIRE
ACT_POLICE_HARASS1
ACT_POLICE_HARASS2
ACT_PREP_EXPLODE
ACT_PREP_TO_FIRE
ACT_PRIMARY_VM_DRAW
ACT_PRIMARY_VM_DRYFIRE
ACT_PRIMARY_VM_HOLSTER
ACT_PRIMARY_VM_IDLE
ACT_PRIMARY_VM_IDLE_LOWERED
ACT_PRIMARY_VM_IDLE_TO_LOWERED
ACT_PRIMARY_VM_LOWERED_TO_IDLE
ACT_PRIMARY_VM_PRIMARYATTACK
ACT_PRIMARY_VM_PULLBACK
ACT_PRIMARY_VM_RELOAD
ACT_PRIMARY_VM_SECONDARYATTACK
ACT_RANGE_AIM_AR2_LOW
ACT_RANGE_AIM_LOW
ACT_RANGE_AIM_PISTOL_LOW
ACT_RANGE_AIM_SMG1_LOW
ACT_RANGE_ATTACK1
ACT_RANGE_ATTACK1_LOW
ACT_RANGE_ATTACK2
ACT_RANGE_ATTACK2_LOW
ACT_RANGE_ATTACK_AR1
ACT_RANGE_ATTACK_AR2
ACT_RANGE_ATTACK_AR2_GRENADE
ACT_RANGE_ATTACK_AR2_LOW
ACT_RANGE_ATTACK_AUTOGUN
ACT_RANGE_ATTACK_DUAL
ACT_RANGE_ATTACK_HMG1
ACT_RANGE_ATTACK_ML
ACT_RANGE_ATTACK_PISTOL
ACT_RANGE_ATTACK_PISTOL_LOW
ACT_RANGE_ATTACK_RIFLE
ACT_RANGE_ATTACK_RPG
ACT_RANGE_ATTACK_SHOTGUN
ACT_RANGE_ATTACK_SHOTGUN_LOW
ACT_RANGE_ATTACK_SLAM
ACT_RANGE_ATTACK_SMG1
ACT_RANGE_ATTACK_SMG1_LOW
ACT_RANGE_ATTACK_SMG2
ACT_RANGE_ATTACK_SNIPER_RIFLE
ACT_RANGE_ATTACK_THROW
ACT_RANGE_ATTACK_TRIPWIRE
ACT_RAPPEL_LOOP
ACT_READINESS_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED
ACT_READINESS_RELAXED_TO_STIMULATED
ACT_READINESS_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_STIMULATED_TO_RELAXED
ACT_RELOAD
ACT_RELOAD_AUTOGUN
ACT_RELOAD_DUAL
ACT_RELOAD_FAIL
ACT_RELOAD_FINISH
ACT_RELOAD_LOW
ACT_RELOAD_PISTOL
ACT_RELOAD_PISTOL_LOW
ACT_RELOAD_RIFLE
ACT_RELOAD_SHOTGUN
ACT_RELOAD_SHOTGUN_LOW
ACT_RELOAD_SMG1
ACT_RELOAD_SMG1_LOW
ACT_RELOAD_START
ACT_RELOAD_SUCCEED
ACT_RESET
ACT_RIDE_MANNED_GUN
ACT_ROLL_LEFT
ACT_ROLL_RIGHT
ACT_RUN
ACT_RUNTOIDLE
ACT_RUN_AGITATED
ACT_RUN_AIM
ACT_RUN_AIM_AGITATED
ACT_RUN_AIM_AUTOGUN
ACT_RUN_AIM_DUAL
ACT_RUN_AIM_PISTOL
ACT_RUN_AIM_RELAXED
ACT_RUN_AIM_RIFLE
ACT_RUN_AIM_RIFLE_STIMULATED
ACT_RUN_AIM_SHOTGUN
ACT_RUN_AIM_STEALTH
ACT_RUN_AIM_STEALTH_PISTOL
ACT_RUN_AIM_STIMULATED
ACT_RUN_CROUCH
ACT_RUN_CROUCH_AIM
ACT_RUN_CROUCH_AIM_RIFLE
ACT_RUN_CROUCH_RIFLE
ACT_RUN_CROUCH_RPG
ACT_RUN_HURT
ACT_RUN_ON_FIRE
ACT_RUN_PISTOL
ACT_RUN_PROTECTED
ACT_RUN_RELAXED
ACT_RUN_RIFLE
ACT_RUN_RIFLE_RELAXED
ACT_RUN_RIFLE_STIMULATED
ACT_RUN_RPG
ACT_RUN_RPG_RELAXED
ACT_RUN_SCARED
ACT_RUN_STEALTH
ACT_RUN_STEALTH_PISTOL
ACT_RUN_STIMULATED
ACT_SCRIPT_CUSTOM_MOVE
ACT_SECONDARY_VM_DRAW
ACT_SECONDARY_VM_DRYFIRE
ACT_SECONDARY_VM_HOLSTER
ACT_SECONDARY_VM_IDLE
ACT_SECONDARY_VM_IDLE_LOWERED
ACT_SECONDARY_VM_IDLE_TO_LOWERED
ACT_SECONDARY_VM_LOWERED_TO_IDLE
ACT_SECONDARY_VM_PRIMARYATTACK
ACT_SECONDARY_VM_PULLBACK
ACT_SECONDARY_VM_RELOAD
ACT_SECONDARY_VM_SECONDARYATTACK
ACT_SHIELD_ATTACK
ACT_SHIELD_DOWN
ACT_SHIELD_KNOCKBACK
ACT_SHIELD_UP
ACT_SHIELD_UP_IDLE
ACT_SHIPLADDER_DOWN
ACT_SHIPLADDER_UP
ACT_SHOTGUN_PUMP
ACT_SHOTGUN_RELOAD_FINISH
ACT_SHOTGUN_RELOAD_START
ACT_SIGNAL1
ACT_SIGNAL2
ACT_SIGNAL3
ACT_SIGNAL_ADVANCE
ACT_SIGNAL_FORWARD
ACT_SIGNAL_GROUP
ACT_SIGNAL_HALT
ACT_SIGNAL_LEFT
ACT_SIGNAL_RIGHT
ACT_SIGNAL_TAKECOVER
ACT_SLAM_DETONATOR_DETONATE
ACT_SLAM_DETONATOR_DRAW
ACT_SLAM_DETONATOR_HOLSTER
ACT_SLAM_DETONATOR_IDLE
ACT_SLAM_DETONATOR_STICKWALL_DRAW
ACT_SLAM_DETONATOR_THROW_DRAW
ACT_SLAM_STICKWALL_ATTACH
ACT_SLAM_STICKWALL_ATTACH2
ACT_SLAM_STICKWALL_DETONATE
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER
ACT_SLAM_STICKWALL_DRAW
ACT_SLAM_STICKWALL_IDLE
ACT_SLAM_STICKWALL_ND_ATTACH
ACT_SLAM_STICKWALL_ND_ATTACH2
ACT_SLAM_STICKWALL_ND_DRAW
ACT_SLAM_STICKWALL_ND_IDLE
ACT_SLAM_STICKWALL_TO_THROW
ACT_SLAM_STICKWALL_TO_THROW_ND
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND
ACT_SLAM_THROW_DETONATE
ACT_SLAM_THROW_DETONATOR_HOLSTER
ACT_SLAM_THROW_DRAW
ACT_SLAM_THROW_IDLE
ACT_SLAM_THROW_ND_DRAW
ACT_SLAM_THROW_ND_IDLE
ACT_SLAM_THROW_THROW
ACT_SLAM_THROW_THROW2
ACT_SLAM_THROW_THROW_ND
ACT_SLAM_THROW_THROW_ND2
ACT_SLAM_THROW_TO_STICKWALL
ACT_SLAM_THROW_TO_STICKWALL_ND
ACT_SLAM_THROW_TO_TRIPMINE_ND
ACT_SLAM_TRIPMINE_ATTACH
ACT_SLAM_TRIPMINE_ATTACH2
ACT_SLAM_TRIPMINE_DRAW
ACT_SLAM_TRIPMINE_IDLE
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND
ACT_SLAM_TRIPMINE_TO_THROW_ND
ACT_SLEEP
ACT_SMALL_FLINCH
ACT_SMG2_DRAW2
ACT_SMG2_DRYFIRE2
ACT_SMG2_FIRE2
ACT_SMG2_IDLE2
ACT_SMG2_RELOAD2
ACT_SMG2_TOAUTO
ACT_SMG2_TOBURST
ACT_SPECIAL_ATTACK1
ACT_SPECIAL_ATTACK2
ACT_SPECIFIC_SEQUENCE
ACT_SPINAROUND
ACT_SPRAY
ACT_STAND
ACT_STARTDYING
ACT_STEP_BACK
ACT_STEP_FORE
ACT_STEP_LEFT
ACT_STEP_RIGHT
ACT_STRAFE_LEFT
ACT_STRAFE_RIGHT
ACT_SWIM
ACT_TRANSITION
ACT_TURN
ACT_TURNLEFT45
ACT_TURNRIGHT45
ACT_TURN_LEFT
ACT_TURN_RIGHT
ACT_UNDEPLOY
ACT_USE
ACT_VICTORY_DANCE
ACT_VM_ATTACH_SILENCER
ACT_VM_DETACH_SILENCER
ACT_VM_DRAW
ACT_VM_DRAW_DEPLOYED
ACT_VM_DRAW_SILENCED
ACT_VM_DRYFIRE
ACT_VM_DRYFIRE_LEFT
ACT_VM_DRYFIRE_SILENCED
ACT_VM_FIDGET
ACT_VM_FIZZLE
ACT_VM_HAULBACK
ACT_VM_HITCENTER
ACT_VM_HITCENTER2
ACT_VM_HITLEFT
ACT_VM_HITLEFT2
ACT_VM_HITRIGHT
ACT_VM_HITRIGHT2
ACT_VM_HOLSTER
ACT_VM_IDLE
ACT_VM_IDLE_EMPTY_LEFT
ACT_VM_IDLE_LOWERED
ACT_VM_IDLE_SILENCED
ACT_VM_IDLE_TO_LOWERED
ACT_VM_IS_DRAW
ACT_VM_IS_HOLSTER
ACT_VM_IS_IDLE
ACT_VM_IS_PRIMARYATTACK
ACT_VM_LOWERED_TO_IDLE
ACT_VM_MISSCENTER
ACT_VM_MISSCENTER2
ACT_VM_MISSLEFT
ACT_VM_MISSLEFT2
ACT_VM_MISSRIGHT
ACT_VM_MISSRIGHT2
ACT_VM_PICKUP
ACT_VM_PRIMARYATTACK
ACT_VM_PRIMARYATTACK_SILENCED
ACT_VM_PULLBACK
ACT_VM_PULLBACK_HIGH
ACT_VM_PULLBACK_LOW
ACT_VM_PULLPIN
ACT_VM_RECOIL1
ACT_VM_RECOIL2
ACT_VM_RECOIL3
ACT_VM_RELEASE
ACT_VM_RELOAD
ACT_VM_RELOAD_SILENCED
ACT_VM_SECONDARYATTACK
ACT_VM_SPRINT_ENTER
ACT_VM_SPRINT_IDLE
ACT_VM_SPRINT_LEAVE
ACT_VM_SWINGHARD
ACT_VM_SWINGHIT
ACT_VM_SWINGMISS
ACT_VM_THROW
ACT_VM_UNUSABLE
ACT_VM_UNUSABLE_TO_USABLE
ACT_VM_USABLE_TO_UNUSABLE
ACT_WAKE
ACT_WALK
ACT_WALK_AGITATED
ACT_WALK_AIM
ACT_WALK_AIM_AGITATED
ACT_WALK_AIM_AUTOGUN
ACT_WALK_AIM_DUAL
ACT_WALK_AIM_PISTOL
ACT_WALK_AIM_RELAXED
ACT_WALK_AIM_RIFLE
ACT_WALK_AIM_RIFLE_STIMULATED
ACT_WALK_AIM_SHOTGUN
ACT_WALK_AIM_STEALTH
ACT_WALK_AIM_STEALTH_PISTOL
ACT_WALK_AIM_STIMULATED
ACT_WALK_ANGRY
ACT_WALK_CARRY
ACT_WALK_CROUCH
ACT_WALK_CROUCH_AIM
ACT_WALK_CROUCH_AIM_RIFLE
ACT_WALK_CROUCH_RIFLE
ACT_WALK_CROUCH_RPG
ACT_WALK_HURT
ACT_WALK_ON_FIRE
ACT_WALK_PACKAGE
ACT_WALK_PISTOL
ACT_WALK_RELAXED
ACT_WALK_RIFLE
ACT_WALK_RIFLE_RELAXED
ACT_WALK_RIFLE_STIMULATED
ACT_WALK_RPG
ACT_WALK_RPG_RELAXED
ACT_WALK_SCARED
ACT_WALK_STEALTH
ACT_WALK_STEALTH_PISTOL
ACT_WALK_STIMULATED
ACT_WALK_SUITCASE
ADVAPI32.dll
AE_ALLOW_MOVEMENT
AE_AMMOCRATE_PICKUP_AMMO
AE_ASW_FOOTSTEP
AE_CLIENT_EFFECT_ATTACH
AE_CL_ADD_PARTICLE_EFFECT_CP
AE_CL_BODYGROUP_SET_VALUE
AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN
AE_CL_CREATE_PARTICLE_BRASS
AE_CL_CREATE_PARTICLE_EFFECT
AE_CL_DISABLE_BODYGROUP
AE_CL_ENABLE_BODYGROUP
AE_CL_PLAYSOUND
AE_CL_STOPSOUND
AE_CL_STOP_PARTICLE_EFFECT
AE_COMBO_TRANSITION
AE_EMPTY
AE_MARINE_FOOTSTEP
AE_MARINE_RELOAD_SOUND_A
AE_MARINE_RELOAD_SOUND_B
AE_MARINE_RELOAD_SOUND_C
AE_MELEE_DAMAGE
AE_MELEE_START_COLLISION_DAMAGE
AE_MELEE_STOP_COLLISION_DAMAGE
AE_MUZZLEFLASH
AE_NPC_180TURN
AE_NPC_ADDGESTURE
AE_NPC_ATTACK_BROADCAST
AE_NPC_BODYDROP_HEAVY
AE_NPC_BODYDROP_LIGHT
AE_NPC_DRAW
AE_NPC_HOLSTER
AE_NPC_HURT_INTERACTION_PARTNER
AE_NPC_ITEM_PICKUP
AE_NPC_LEFTFOOT
AE_NPC_MUZZLEFLASH
AE_NPC_RAGDOLL
AE_NPC_RESTARTGESTURE
AE_NPC_RIGHTFOOT
AE_NPC_SET_INTERACTION_CANTDIE
AE_NPC_SWISHSOUND
AE_NPC_WEAPON_DROP
AE_NPC_WEAPON_FIRE
AE_NPC_WEAPON_SET_ACTIVITY
AE_NPC_WEAPON_SET_SEQUENCE_NAME
AE_NPC_WEAPON_SET_SEQUENCE_NUMBER
AE_RAGDOLL
AE_REMOVE_CLIENT_AIM
AE_SCREEN_SHAKE
AE_SKILL_EVENT
AE_START_DETECTING_COMBO
AE_START_SCRIPTED_EFFECT
AE_STOP_DETECTING_COMBO
AE_STOP_SCRIPTED_EFFECT
AE_SV_DUSTTRAIL
AE_SV_PLAYSOUND
AE_THUMPER_THUMP
AE_TUG_INCAP
AE_WPN_HIDE
AE_WPN_INCREMENTAMMO
AE_WPN_PLAYWPNSOUND
AE_WPN_PRIMARYATTACK
AE_WPN_UNHIDE
AGetDeathNoticeName not implemented on client yet
AIRBOAT
AIWalkable
AI_BaseNPC.BodyDrop_Heavy
AI_Response
AI_ResponseParams
AI_ResponseSystem:  Unxpected TokenWaiting() with NULL buffer in %s
AInfinite origin from vphysics! (entity %s)\n
ALIGN_TYPE is wrong, please fix
ALLOW_NODRAW_TARGET
ALPHA
ALPHA2
ALT1
ALT2
ALWAYSGIB
APPSYSTEM: In ConnectInterfaces(), s_nRegistrationCount is %d!\n
ARGB8888
AS:I Server
ASAP
ASILogo
ASW Edit a VGUI panel by name
ASW.MarineMeleeAttack
ASW.MarineMeleeAttackFP
ASW.MarinePowerFistAttack
ASW.MarinePowerFistAttackFP
ASW.WarheadExplosion
ASW.WarheadExplosionLF
ASWAcidBurn
ASWActiveLocalWeaponData
ASWBarrelExplosion
ASWBloodImpact
ASWBlur
ASWBriefingButtonBorder
ASWBriefingButtonBorderDisabled
ASWButtonPanel.WireActive
ASWBuzzerDeath
ASWCampaignCompleted
ASWCircularAmmoProgress
ASWCircularProgressBar
ASWComputer.AccessDenied
ASWComputer.ColumnTick
ASWComputer.CriticalData
ASWComputer.HackComplete
ASWComputer.Mail
ASWComputer.MenuBack
ASWComputer.MenuButton
ASWComputer.News
ASWComputer.NumberAligned
ASWComputer.PlantStatus
ASWComputer.RemoteTurret
ASWComputer.SecurityCamera
ASWComputer.Select
ASWComputer.StartedHacking
ASWComputer.Startup
ASWComputer.Stocks
ASWComputer.SyntekPDA
ASWCountdown.Countdown10
ASWCountdown.Countdown30
ASWCountdown.Countdown60
ASWDamage
ASWDamageNumber
ASWDoParticleTracer
ASWEggEffects
ASWEnemyTeslaGunArcShock
ASWEnemyZappedByTesla
ASWEnemyZappedByThorns
ASWEnvExplosionFX
ASWExplodeMap
ASWFastReloadBar
ASWFire.BurningFlesh
ASWFire.StopBurning
ASWFireBurst
ASWGrenadeExplosion
ASWHud3DMarineNames
ASWHudCrosshair
ASWHudEmotes
ASWHudHealth
ASWHudMinimap
ASWHudMoney
ASWHudObjective
ASWHudObjectiveComplete
ASWHudObjectiveCompleteBD
ASWHudOverlayMessages
ASWHudStylinCam
ASWHudUseArea
ASWHudVoiceStatus
ASWInterface.AreaBrackets
ASWInterface.AreaBracketsLoop
ASWInterface.Button3
ASWInterface.Button4
ASWInterface.ObjectiveSlide
ASWInterface.SelectWeapon
ASWInterface.SkillUpgrade2
ASWInterface.TabClick2
ASWInterface.Teletype3
ASWInterface.TooltipBox
ASWInvalidDesination
ASWLocalWeaponData
ASWManipulator
ASWMapLabelBorder
ASWMapLine
ASWMarineHitByFF
ASWMarineHitByMelee
ASWMelee
ASWMiningLaserZap
ASWNewHoldoutWave
ASWOrderStopItemFX
ASWOrderUseItemFX
ASWPrecacheEffectAOEGrenades
ASWPrecacheEffectBuffGrenades
ASWPrecacheEffectFlares
ASWPrecacheEffectHealGrenades
ASWPrecacheEffectRailgun
ASWPrecacheViewRender
ASWReconnectAfterOutro
ASWRemoteTurretTracer
ASWRocket.Explosion
ASWRocket.Loop
ASWScanner.Drawing
ASWScanner.Idle%d
ASWScannerNoiseEnt
ASWSentryTracer
ASWShowHoldoutResupply
ASWShowHoldoutWaveEnd
ASWSkillSpent
ASWSpeech
ASWStopInfoMessageSound
ASWTechFailure
ASWTracer
ASWUTracer
ASWUTracerDual
ASWUTracerDualLeft
ASWUTracerDualRight
ASWUTracerRG
ASWUTracerUnattached
ASWUTracerless
ASWVerboseWeapons
ASWWeapons
ASWWelderSparks
ASWWheelDust
ASW_ACCURACY
ASW_AG
ASW_ALL_HEALING
ASW_AMMO_RESUPPLY
ASW_ASG
ASW_ASG_G
ASW_AUTOGUN_KILLS
ASW_ActivateExtra
ASW_ActivatePrimary
ASW_ActivateSecondary
ASW_AdjustChainsawPitch
ASW_Alien
ASW_Alien.Flame_Death_Flash
ASW_Ammobag.Pickup_lrg
ASW_Ammobag.Pickup_med
ASW_Ammobag.Pickup_sml
ASW_Autogun.ReloadA
ASW_Autogun.ReloadB
ASW_Autogun.ReloadC
ASW_BARREL_KILLS
ASW_BOOMER_KILL_EARLY
ASW_Blink.Blink
ASW_Blink.Teleport
ASW_BuffGrenade.ActiveLoop
ASW_BuffGrenade.BuffLoop
ASW_BuffGrenade.GrenadeActivate
ASW_BuffGrenade.StartBuff
ASW_Buzzer.Idle
ASW_CAMPAIGN_NO_DEATHS
ASW_CHAINSAW_KILLS
ASW_CS
ASW_Chainsaw.Start
ASW_Chainsaw.Stop
ASW_Chainsaw.attackOff
ASW_Chainsaw.attackOn
ASW_DODGE_RANGER_SHOT
ASW_Drone.FootstepSoft
ASW_Drone.GibSplat
ASW_Drone.GibSplatQuiet
ASW_EASY_CAMPAIGN
ASW_EGGS_BEFORE_HATCH
ASW_EXT
ASW_EditEmitterFrame
ASW_ElectrifiedSuit.Loop
ASW_ElectrifiedSuit.LoopFP
ASW_ElectrifiedSuit.OffFP
ASW_ElectrifiedSuit.TurnOn
ASW_ElectrifiedSuit.Zap
ASW_Extinguisher.OnLoop
ASW_Extinguisher.Stop
ASW_F
ASW_FAST_COMPUTER_HACKS
ASW_FAST_RELOAD
ASW_FAST_RELOADS_IN_A_ROW
ASW_FAST_WIRE_HACKS
ASW_FLAMER_KILLS
ASW_FLARES
ASW_FREEZE_GRENADE
ASW_Flamer.ReloadA
ASW_Flamer.ReloadB
ASW_Flamer.ReloadC
ASW_Flare.FlareLoop
ASW_Flare.IgniteFlare
ASW_GL
ASW_GRENADE_LAUNCHER_KILLS
ASW_GRENADE_MULTI_KILL
ASW_GROUP_DAMAGE_AMP
ASW_GROUP_HEAL
ASW_GRUB_KILLS
ASW_HARDCORE
ASW_HARD_CAMPAIGN
ASW_HG
ASW_HORNET_KILLS
ASW_HealGun.HealLoop
ASW_HealGun.Off
ASW_HealGun.SearchLoop
ASW_HealGun.StartHeal
ASW_HealGun.StartSearch
ASW_Hornet_Barrage.Fire
ASW_Hud_Holdout
ASW_Hud_Master
ASW_IMBA_CAMPAIGN
ASW_INFESTATION_CURING
ASW_INSANE_CAMPAIGN
ASW_InvLast
ASW_InvNext
ASW_InvPrev
ASW_JukeboxFadeOutTime
ASW_JumpJet.Activate
ASW_JumpJet.Impact
ASW_JumpJet.Loop
ASW_KILL_GRIND_1
ASW_KILL_GRIND_2
ASW_KILL_GRIND_3
ASW_KILL_GRIND_4
ASW_KILL_WITHOUT_FRIENDLY_FIRE
ASW_LASER_MINE_KILLS
ASW_LoadCampaign
ASW_Loading_Panel
ASW_MARINE_SKILL_ACCURACY
ASW_MARINE_SKILL_AGILITY
ASW_MARINE_SKILL_AUTOGUN
ASW_MARINE_SKILL_DRUGS
ASW_MARINE_SKILL_ENGINEERING
ASW_MARINE_SKILL_GRENADES
ASW_MARINE_SKILL_HACKING
ASW_MARINE_SKILL_HEALING
ASW_MARINE_SKILL_HEALTH
ASW_MARINE_SKILL_INVALID
ASW_MARINE_SKILL_LEADERSHIP
ASW_MARINE_SKILL_MELEE
ASW_MARINE_SKILL_PIERCING
ASW_MARINE_SKILL_RELOADING
ASW_MARINE_SKILL_SCANNER
ASW_MARINE_SKILL_SPARE
ASW_MARINE_SKILL_STOPPING_POWER
ASW_MARINE_SKILL_VINDICATOR
ASW_MARINE_SKILL_XENOWOUNDS
ASW_MEDKIT
ASW_MEDSAT
ASW_MEDSELF
ASW_MELEE_KILLS
ASW_MELEE_PARASITE
ASW_MINES
ASW_MINE_KILLS
ASW_MINIGUN_KILLS
ASW_MISSION_NO_DEATHS
ASW_ML
ASW_MedGrenade.ActiveLoop
ASW_MedGrenade.BuffLoop
ASW_MedGrenade.GrenadeActivate
ASW_MedGrenade.StartBuff
ASW_MessageLog
ASW_Minigun.Spin
ASW_MiningLaser.ReloadA
ASW_MiningLaser.ReloadB
ASW_MiningLaser.ReloadC
ASW_Mining_Laser.Cut
ASW_Mining_Laser.Damage
ASW_Mining_Laser.Off
ASW_Mining_Laser.Run
ASW_Mining_Laser.Start
ASW_NORMAL_CAMPAIGN
ASW_NO_DAMAGE_TAKEN
ASW_NO_FRIENDLY_FIRE
ASW_NightVision.TurnOff
ASW_NightVision.TurnOffFP
ASW_NightVision.TurnOn
ASW_NightVision.TurnOnFP
ASW_OFFHAND_DEPLOY
ASW_OFFHAND_THROW
ASW_OFFHAND_USE_IMMEDIATELY
ASW_P
ASW_PARA_HAT
ASW_PDW
ASW_PDW_KILLS
ASW_PISTOL_KILLS
ASW_PRIFLE_KILLS
ASW_PROTECT_TECH
ASW_PRifle.ReloadA
ASW_PRifle.ReloadB
ASW_PRifle.ReloadC
ASW_Parasite.Idle
ASW_Pistol.ReloadA
ASW_Pistol.ReloadB
ASW_PlayRandomTrackFromJukebox
ASW_R
ASW_RAILGUN_KILLS
ASW_RG
ASW_RIFLE_KILLS
ASW_R_G
ASW_Railgun.Single
ASW_Rifle.ReloadA
ASW_Rifle.ReloadB
ASW_Rifle.ReloadC
ASW_SENTRY_GUN_KILLS
ASW_SG
ASW_SHIELDBUG
ASW_SHOTGUN_KILLS
ASW_SNIPER
ASW_SNIPER_RIFLE_KILLS
ASW_SPEEDRUN_DEIMA
ASW_SPEEDRUN_DESCENT
ASW_SPEEDRUN_LANDING_BAY
ASW_SPEEDRUN_RESIDENTIAL
ASW_SPEEDRUN_RYDBERG
ASW_SPEEDRUN_SEWER
ASW_SPEEDRUN_TIMOR
ASW_STIM
ASW_STUN_GRENADE
ASW_Sentry.Fire
ASW_Sentry.FlameLoop
ASW_Sentry.FlameStop
ASW_Sentry.IceLoop
ASW_Sentry.IceStop
ASW_Sentry.Turn
ASW_ShieldBug.StepLight
ASW_Shotgun.ReloadA
ASW_Shotgun.ReloadB
ASW_Shotgun.ReloadC
ASW_StartCampaign
ASW_StopJukebox
ASW_TECH_SURVIVES
ASW_TESLA_GUN_KILLS
ASW_TG
ASW_Tesla_Laser.Damage
ASW_Tesla_Laser.Loop
ASW_Tesla_Laser.Stop
ASW_UNLOCK_ALL_WEAPONS
ASW_VINDICATOR_KILLS
ASW_VOICE_BASTILLE
ASW_VOICE_CRASH
ASW_VOICE_FAITH
ASW_VOICE_FLYNN
ASW_VOICE_JAEGER
ASW_VOICE_SARGE
ASW_VOICE_WILDCAT
ASW_VOICE_WOLFE
ASW_Vindicator.ReloadA
ASW_Vindicator.ReloadB
ASW_Vindicator.ReloadC
ASW_WELDER
ASW_WELD_DOOR
ASW_Weapon.BatteryCharged
ASW_Weapon.InsufficientBattery
ASW_Weapon.InvalidDestination
ASW_Weapon.LowAmmoClick
ASW_Weapon_Autogun.SpinDown
ASW_Weapon_Flamer.FlameLoop
ASW_Weapon_Flamer.FlameStop
ASW_Weapon_PRifle.StunGrenadeExplosion
ASW_Welder.WeldLoop
ASW_XP.LevelUp
ASliderDragStart
ATI1N
ATI2N
ATTACK
ATTACK2
ATTEMPTED TO DECOMMIT OWNED MEMORY STACK SPACE\n
ATime,Player 1 Position,Player 2 Position,Smooth FPS,Frame FPS,Smooth MS,Frame MS,Server Frame MS\n
AUX10
AUX29
AUX30
AUX31
AUX32
AUX5
AUX6
AUX7
AUX8
AUX9
AWeaponLabel
A]?VJ
A_BUTTON
Aborting melee attack as couldn't find sequence for it\n
Absolute Value
Acapella
Accel
Acceleration Max:
Acceleration Min:
Acceleration for the y position of the panel when items are added or removed.
AcceptButton
Access violation - no RTTI data!
AccessDeniedLabel
AccessLogged
AccessStatus
AccnMaxX
AccnMaxY
AccnMaxZ
AccnMinX
AccnMinY
AccnMinZ
Account
AccountOptional
Achievement award called but already achieved: %s\n
Achievement awarded: %s\n
Achievement count increased for %s: %d/%d\n
AchievementEvent
AchievementGenericPanelList
Achievements
Achievements can't be earned if SV_CHEATS was used in this mission!\n
Achievements disabled in singleplayer.\n
Achievements disabled, ignoring achievement component for %s\n
Achievements disabled, ignoring achievement progress for %s\n
Achievements disabled, ignoring achievement unlock for %s\n
Achievements disabled: Steam not running.\n
Achievements disabled: cheats turned on in this app session.\n
Achievements disabled: demo playing.\n
Achievements disabled: in commentary mode.\n
Acid
Acid Jazz
Acid Punk
Acoustic
Action
Activate a squad hotbar button
Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware settings
ActivateAttractScreen
ActivateItem
Activates the item in your extra inventory slot
Activates the item in your primary inventory slot
Activates the item in your secondary inventory slot
Activating stats for SteamID = %I64d\n
ActivationType
ActiveGameName
ActiveWeapon
Activity %s has %d sequences with a total weight of %d!
ActivityModifier[%d] = %s\n
AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin\n
AddTrackButton
Added to banned list
Adding a server to the list:\n
Adding experience report\n
Adding prereq 
Additional interpolation ticks to use when interpolating with threaded engine mode set.
Additional mouse sensitivity scale factor applied when FOV is zoomed in.
AddonAssociation
AddonEnabledCheckbox
AddonInfo
AddonList
AddonSupportRequiredPanel
Addons
Admin
Adobe APP14 marker: version %d, flags 0x%04x 0x%04x, transform %d
AdvCrosshairImage
AdvCrosshairLabel
AdvCrosshairList
Advanced
Advanced joystick settings initialized for joystick %d\n------------\n
AdvancedButton
After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
After this many seconds of being basically stationary, the ragdoll will go to sleep.
Ago : lower-mid central unrounded vowel
Ago : mid-central unrounded vowel
Ai0T
AiFC.
AirMove: Vel=%f,%f,%f\n
Album
Alien Swarm: 12345 MEOW
AlienClass
AlienSurfaceFX
AlienSwarm
AlienSwarmVerbose
Alignment
All Particle Systems:\n
All hud elements must derive from vgui::Panel * (%s)\n
All players idle
AllocGroundLink: failed to allocate groundlink_t.!!!\n
AllocTouchLink: failed to allocate touchlink_t.\n
Allocated %d slice corner arrays\n
Allocated %d slice corner info arrays\n
Allocated %d todo lists\n
Allow flex animation rules to run.
Allow the camera to detach from the marine.
AllowFlipping
AllowFreeLook
AllowFreeLookDisabled
AllowFreeLookEnabled
AllowHitsBehindMarine
AllowMovement
AllowRotation
Allows rain in splitscreen
Allows team members to injure other members of their team
Allows viewing of nonlocal players in a split screen fashion
Alpha
Alpha Alternate
Alpha Fade In Random
Alpha Fade In Simple
Alpha Fade Out Random
Alpha Fade Out Simple
Alpha Fade and Decay
Alpha Random
Alpha for rope antialiasing effect
Alpha of interlace effect on the scanner
Alpha of noise effect on the scanner
Alpha of scanlines on the scanner
Alpha of the HUD damage indicator
Alpha of the black parts of the HUD (0->255)
Alpha%dTime
Alpha%dUse
Alpha%dValue
Alpha0Check
Alpha0Time
Alpha0TimeText
Alpha0Value
Alpha0ValueText
Alpha1Check
Alpha1Time
Alpha1TimeText
Alpha1Value
Alpha1ValueText
Alpha2Check
Alpha2Time
Alpha2TimeText
Alpha2Value
Alpha2ValueText
Alpha3Check
Alpha3Time
Alpha3TimeText
Alpha3Value
Alpha3ValueText
Alpha4Check
Alpha4Time
Alpha4TimeText
Alpha4Value
Alpha4ValueText
Alpha:
AlphaThreshold
Already have converter for type %s, ignoring...\n
AlternRock
Alternative
Alters the colour of the flamer dynamic light
Alters the flamer dynamic light
Alters the size of the flamer dynamic light
AlwaysVisible
Ambient
Ambient %s:Unknown command %s\n
Ambient light of the marine
Ambient light of the marine with flashlight on
Ammo bag %d on %s\n
Ammo2Color
AmmoDenied
AmmoEmoteTexture
Amount of lag used when matching offset to ideal angles in thirdperson view
Amount of simulation time that can elapse before new systems start falling back to cheaper versions
Amount to scale depth values before writing into destination alpha ([0,1] range).
An RR_Concept couldn't find its string in the symbol table!\n
AnimStateClient.log
AnimTimeMustBeFirst
AnimateSpecificTexture
AnimatedEntityTexture
AnimatedOffsetTexture
AnimatedTexture
Animating models client-side
AnimatingImagePanel
Animation Sequence
AnimationController
AnimeEmoteTexture
AntialiasingMode
Apos_y
AppID
Application transferred too few scanlines
Applies horizontal correction towards best aim ent.
Applies smoothing/decay curve to flex animation controller changes.
Apply
Apply Velocity in Local Space (0/1)
ApplyButton
ApplyButtonEnable
ApplyChanges
ApplyDataToControls
Approved
April
Aq?S
Ar_JeepFOV
Arena1
Arena2
Arena3
ArmItem
Arrow
Artist
Ask whether the main sequence is done playing
AspectRatio
AssertValidStringPtr
Assertion Failed: !m_bNeedsSort
Assertion Failed: g_StudioHdrToActivityMaps[i].nRefs == 0
Assertion Failed: m_cBucket > 0
AsyncCaption_t::LoadFromFile: Fullpath encountered! %s\n
At %d, %d Checking %d, %d (1 down)\n
At %d, %d Checking %d, %d (1 left)\n
At %d, %d Checking %d, %d (1 right)\n
At %d, %d Checking %d, %d (1 up)\n
At marker 0x%02x, recovery action %d
Ate : upper-mid front unrounded vowel
Attached %s (mod_studio) to %s (%d)\n
AttackType
Attempted a typeid of NULL pointer!
Attempted to attach particle effect %s to an unknown attachment on entity %s\n
Attempted to create unknown particle system id %s\n
Attempted to create unknown particle system type "%s"!\n
Attempted to create unknown particle system type %s\n
Attempted to create unknown particle system with unknown symbol\n
Attempted to precache unknown particle system "%s"!\n
Attempted to restore FIELD_EMBEDDEDBYREF %s but there is no destination memory\n
Attempted to use an unsupported muzzle flash type.. new particle effect needed here!\n
Attempting to create unknown particle system '%s' \n
Attempting to remove SOCache LRU index %d for %s, which really holds %s\n
AttractScreen
Attribute "%s" was defined more than once.\n
Audio
Audio Languages
Audio hearing position is at current marine's ears
AudioSpokenLanguage
AudioVideo
August
Auto-director chooses best view modes while spectating
Auto-save a scoreboard screenshot at the end of a map.
AutoGameSystem already added to game system list!!!\n
AutoIKRelease (%s) got a NULL pBone %d\n
AutoIKRelease (%s) got a NULL pchain %d\n
AutoIKRelease (%s) got an out of range bone %d (%d)\n
AutoResize
AutoaimCrosshairTexture
Automates fov command to server.
Automatically reloads the animation script each time one is ran
Automatically sprint when moving with an analog joystick
Avantgarde
Avatar
AvatarBackground
AvatarImage
AvatarImage%d
Avg FPS %3i, Frame MS %5.1f, Frame Server MS %5.1f
AvgFPS
AvgLum @ %4.2f%%  mat_tonemap_min_avglum = %4.2f%%  Using %d pixels  Override(%s): %4.2f
AvgServerPing
AwardAchievement
B%sStriped
B-Spline
B@soundscape_fadetime
BACK
BAD PLAYER MANAGER!\n
BAD!\n
BADFUNCTIONPOINTER
BCASWHudCrosshair
BCASW_Flamer_Projectile
BC_ASW_Alien::GetShadowCastDistance
BDYING
BDefaultExtraLarge
BGImage
BGR565
BGR888
BGR888_BLUESCREEN
BGRA1010102
BGRA4444
BGRA5551
BGRA8888
BGRX5551
BGRX8888
BINDING
BKFadeColor
BKbhTb~XBK!;
BLAST
BLAST_SURFACE
BLUE
BOOL
BParticleTracer
BRACKETS
BSteamLightGreen
BUCKSHOT
BULLET
BULLRUSH
BUMP_WITH_TIMEOUT_WHEN_LEARNED
BURN
B_BUTTON
B`e<ObjectiveMap
Back
BackButton
Backdrop
Background
BackgroundBIKMaterial%i
BackgroundColor
BackgroundImage
BackgroundInner
BackgroundInnerWeapon0
BackgroundInnerWeapon1
BackgroundInnerWeapon2
BackgroundIsland
BackgroundOverrideColor
BackgroundWeapon0
BackgroundWeapon1
BackgroundWeapon2
Backing store not supported
BackroundPlain
Backspace
Bad client in KillAttachedTents()!\n
Bad dynamic_cast!
Bad expression operator: '%c%c', expected C style operator
Bad expression token: %c
Bad field type\n
Bad pstudiohdr in GetSequenceLinearMotion()!\n
Bad ragdoll for %s\n
Bad read pointer - no RTTI data!
Bad sequence in GetSequenceActivityName() for model '%s'!\n
Bad sequence in GetSequenceName() for model '%s'!\n
Ballad
Bangles_z
Banner
Base for falling back to cheaper effects under load.
Base number of seconds between spark sounds/effects at critical damage.
BaseEntity.EnterWater
BaseEntity.ExitWater
BaseExplosionEffect.Sound
BaseGrenade.Explode
BaseInputDialog
BaseSaveGameDialog
Baseclass unpack
Bass
Bastille
Battery
Bayonet  Failed to init as client ent\n
Bayonet Entity all setup: %d\n
Bcl_camera_follow_bone_index
Beam
Beam Length:
Beam Positioning:
Beam spline with %i points invoked\n
Beam spline with %i points received\n
BeamLength
BeamLengthText
BeamPosition
Bebob
Behind
BellyGun
BenchmarkButton
BestAlien = %d (%s)
Beta
Bfe9
BgAlpha
BgColor
Bgrenade
Big : voiced alveolar stop
Big Band
BigShot
BindPanel
Binding
BioLabel
BioTitle
BitmapButton
BitmapImagePanel
BitmapPanel
Black
Black border around HUD portraits
BlackBarTexture
BlackBoxVersion001
Blank
BlendBonesMode
BlendCubeMapFaceEdges: unsupported image format (%d)
BlendIn
BlendOut
Blending mip%d %dx%d to
Blink
Blobulator
Blood
BloodImpact
BloomAdd
BloomScale = %4.2f  mat_hdr_manual_tonemap_rate = %4.2f  mat_accelerate_adjust_exposure_down = %4.2f
Blue
Blue Color Slider
Blue component of flashlight colour
Blue component of local colour
BlueCircle
Bluegrass
Blues
Blur
Bm_hAttachedToEntity
Bmelee_punch
BodyList
Bogus DAC index %d
Bogus DAC value 0x%x
Bogus DHT index %d
Bogus DQT index %d
Bogus Huffman table definition
Bogus JPEG colorspace
Bogus buffer control mode
Bogus input colorspace
Bogus marker length
Bogus message code %d
Bogus pmove marine movetype %i on (%i) 0=cl 1=sv\n
Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n
Bogus sampling factors
Bogus virtual array access
BoltImpact
BoostMicrophoneDisabled
BoostMicrophoneEnabled
BootIcon
BootPlayer
Booty Bass
BorderDark
BottomBar
BottomBarLine
BottomLeftBracketTexture
BottomRightBracketTexture
Bounce multiplier for when physically simulated objects collide with other objects.
Bounce.Flesh
Bounce.Glass
Bounce.Metal
Bounce.Shell
Bounce.ShotgunShell
Bounce.Shrapnel
Bounce.Wood
Brailguncircle
Break
BreakableModels
BreakableSurface
Briefing
Briefing music pointer is: %d\n
BriefingBackdrop
BriefingFrame
BriefingFrame constructor calling cl_spectating\n
BriefingImagePanel
BriefingPropertySheet
BriefingTooltip
BriefingTooltipMainLabel
BriefingTooltipSubLabel
Brightness
Brings up the old tabbed options dialog from Keyboard/Mouse when set to 1.
BroadcastAudio
BroadcastPatchAudio
BroadcastStopAudio
BroadcastStopPatchAudio
BrowserBorder
Brush Only
Brush_Model_Rendering
Bsound/%s
Bsparks_light_master
Btn%s
Btn3rdPartyCredits
BtnAdvanced
BtnAudioVideo
BtnBrightness
BtnCallAVote
BtnCallAvote
BtnCancel
BtnCancelDedicatedSearch
BtnChangeDifficulty
BtnChangeGameSettings
BtnChangeScenario
BtnChapter
BtnCloud
BtnCoOp
BtnController
BtnCreateNewGame
BtnCredits
BtnDefault
BtnDownloadSelected
BtnDropButton
BtnEditButtons
BtnEditSticks
BtnExtras
BtnFindServer
BtnGame
BtnGameMode
BtnGoIdle
BtnImba
BtnImpossible
BtnInfected
BtnInstallSupport
BtnInviteFriends
BtnJoinSelected
BtnLeaderboard
BtnMute
BtnOK
BtnOk
BtnOptions
BtnPlaySolo
BtnPlayer%d
BtnPlayerName
BtnRestartScenario
BtnReturnToGame
BtnSelect
BtnSelectedPlayerName
BtnSendMessage
BtnSouthpaw
BtnSpec1
BtnSpec2
BtnSpec3
BtnSpec4
BtnStartGame
BtnStatsAndAchievements
BtnStorage
BtnSurvival
BtnTestMicrophone
BtnURL
BtnUseRecommended
BtnVersus
BtnVoiceButton
BtnWebsite
Buffer passed to JPEG library is too small
BugSub
Build Mode Help
BuildDialog
BuildGroupPtr
BuildMapFrame
BuildMode - Error saving file
BuildModeControls
BuildModeDialog
BuildRenderableRenderLists
BuildWorldRenderLists
Building map...
BuiltDebug
BuiltRightHanded
BulletProof
BulletSounds
Bullets.DefaultNearmiss
Bullets.GunshipNearmiss
Bullets.StriderNearmiss
Button
Button.ArmedBgColor
Button.ArmedTextColor
Button.BgColor
Button.BlinkColor
Button.DepressedBgColor
Button.DepressedTextColor
Button.FocusBorderColor
Button.TextColor
ButtonBorder
ButtonClicked
ButtonDepressedBorder
ButtonKeyFocusBorder
ButtonToggled
Bypass checking if data has been downloaded from steam when selecting a Marine.
C$underwateroverlay
C&opy
C@=\nW>MarineNameLabel
CAI_BaseNPC
CANCEL
CAN_OPEN_WHEN_DEAD
CAN_TIMEOUT_WHILE_INACTIVE
CAPTION
CAPTION_COLOR
CAPTION_PARAM
CASCADE
CASWEnvSpark
CASWGenericEmitter::Think
CASWHealthBar
CASWHudCrosshair::Paint
CASWHudEmotes::Paint
CASWHudMinimap
CASWHudMinimap::OnThink
CASWHudMinimapLinePanel
CASWHudMoney
CASWHudObjective
CASWHudObjective::OnTick
CASWHudOverlayMessages::Paint
CASWHudUseArea
CASWHudUseArea::Paint
CASWHudVoiceStatus
CASWInput::TurnTowardController
CASW_AOEGrenade_Projectile
CASW_Alien
CASW_Alien_Goo
CASW_Ammo_Assault_Shotgun
CASW_Ammo_Autogun
CASW_Ammo_Chainsaw
CASW_Ammo_Drop
CASW_Ammo_Flamer
CASW_Ammo_Mining_Laser
CASW_Ammo_PDW
CASW_Ammo_Pistol
CASW_Ammo_Railgun
CASW_Ammo_Rifle
CASW_Ammo_Shotgun
CASW_Boomer
CASW_Bouncing_Pellet
CASW_BuffGrenade_Projectile
CASW_Build_Map_Frame
CASW_Button_Area
CASW_Buzzer
CASW_Campaign_Info::LoadCampaign: couldn't load file %s.\n
CASW_Campaign_Save
CASW_Client_Corpse
CASW_Computer_Area
CASW_Debrief_Stats
CASW_Difficulty_Chooser
CASW_Difficulty_Entry
CASW_Door
CASW_Door_Area
CASW_Drone_Advanced
CASW_Dummy_Vehicle
CASW_Dynamic_Light
CASW_Egg
CASW_Emitter
CASW_Entity_Dissolve
CASW_Equip_Req
CASW_Extinguisher_Projectile
CASW_Firewall_Piece
CASW_Flare_Projectile
CASW_Game_Resource
CASW_Grub
CASW_Grub_Sac
CASW_HUD_Use_Icon
CASW_Hack
CASW_Hack_Computer
CASW_Hack_Wire_Tile
CASW_HealGrenade_Projectile
CASW_Holdout_Mode
CASW_Holdout_Mode::LoadWaves\n
CASW_Holo_Sentry
CASW_Hud_Holdout
CASW_Hud_Master
CASW_Info_Message
CASW_Laser_Mine
CASW_Loading_Panel
CASW_Logo_Panel
CASW_Marine
CASW_Marine_Resource
CASW_Marker
CASW_Mine
CASW_Missile_Round
CASW_Mission_Chooser_Entry
CASW_Mission_Chooser_Frame
CASW_Mission_Chooser_Frame::RemoveTranslucency\n
CASW_Mission_Chooser_Frame\n
CASW_Mission_Chooser_List
CASW_Model_Panel
CASW_Mortarbug_Shell
CASW_Objective
CASW_Objective_Countdown
CASW_Objective_Kill_Aliens
CASW_Objective_Kill_Eggs
CASW_Objective_Kill_Goo
CASW_Objective_Kill_Queen
CASW_Parasite
CASW_Pickup
CASW_Pickup_Hornet_Barrage
CASW_Pickup_Money
CASW_Pickup_Weapon
CASW_Pickup_Weapon_Ammo_Bag
CASW_Pickup_Weapon_Ammo_Satchel
CASW_Pickup_Weapon_Assault_Shotgun
CASW_Pickup_Weapon_Autogun
CASW_Pickup_Weapon_Buff_Grenade
CASW_Pickup_Weapon_Chainsaw
CASW_Pickup_Weapon_FireExtinguisher
CASW_Pickup_Weapon_Flamer
CASW_Pickup_Weapon_Flares
CASW_Pickup_Weapon_Flashlight
CASW_Pickup_Weapon_Flechette
CASW_Pickup_Weapon_Grenades
CASW_Pickup_Weapon_Heal_Grenade
CASW_Pickup_Weapon_Medical_Satchel
CASW_Pickup_Weapon_Medkit
CASW_Pickup_Weapon_Mines
CASW_Pickup_Weapon_Mining_Laser
CASW_Pickup_Weapon_PDW
CASW_Pickup_Weapon_PRifle
CASW_Pickup_Weapon_Pistol
CASW_Pickup_Weapon_Railgun
CASW_Pickup_Weapon_Ricochet
CASW_Pickup_Weapon_Rifle
CASW_Pickup_Weapon_Sentry
CASW_Pickup_Weapon_Sentry_Cannon
CASW_Pickup_Weapon_Sentry_Flamer
CASW_Pickup_Weapon_Sentry_Freeze
CASW_Pickup_Weapon_Shotgun
CASW_Pickup_Weapon_Stim
CASW_Pickup_Weapon_T75
CASW_Pickup_Weapon_Tesla_Trap
CASW_Pickup_Weapon_Welder
CASW_Player
CASW_PointCamera
CASW_Powerup
CASW_Powerup_Bullets
CASW_Powerup_Chemical_Bullets
CASW_Powerup_Electric_Bullets
CASW_Powerup_Explosive_Bullets
CASW_Powerup_Fire_Bullets
CASW_Powerup_Freeze_Bullets
CASW_Powerup_Increased_Speed
CASW_PropJeep
CASW_Prop_Laserable
CASW_Prop_Physics
CASW_Queen
CASW_Queen_Divers
CASW_Queen_Grabber
CASW_Queen_Spit
CASW_Ranger
CASW_Remote_Turret
CASW_Rocket
CASW_Scanner_Info
CASW_Sentry_Base
CASW_Sentry_Top
CASW_Sentry_Top_Flamer
CASW_Sentry_Top_Icer
CASW_Shaman
CASW_Shieldbug
CASW_Shotgun_Pellet_Predicted
CASW_Simple_Alien
CASW_Simple_Drone
CASW_T75
CASW_Target_Dummy
CASW_TeslaTrap
CASW_TumblerPanel
CASW_Use_Area
CASW_VGUI_Computer_Container
CASW_VGUI_Computer_Download_Docs
CASW_VGUI_Computer_Mail
CASW_VGUI_Computer_Mail::SetLabelsFromMailFile failed to load %s\n
CASW_VGUI_Computer_Menu
CASW_VGUI_Computer_Menu::LaunchHackOption %d\n
CASW_VGUI_Computer_Menu::SetHackOption %d\n
CASW_VGUI_Computer_News
CASW_VGUI_Computer_News::SetLabelsFromFile failed to load %s\n
CASW_VGUI_Computer_Plant
CASW_VGUI_Computer_Splash
CASW_VGUI_Computer_Tumbler_Hack
CASW_VGUI_Computer_Weather
CASW_VGUI_Edit_Emitter
CASW_VGUI_Edit_Emitter::LoadTextures: couldn't load file: %s\n
CASW_VGUI_Edit_Emitter_List_Item
CASW_VGUI_Frame
CASW_VGUI_Hack_Wire_Tile
CASW_VGUI_Hack_Wire_Tile_Container
CASW_VGUI_Info_Message
CASW_VGUI_Info_Message::ShouldAddLogButton\n
CASW_VGUI_Ingame_Panel
CASW_VGUI_Manipulator
CASW_VGUI_Message_Log
CASW_VGUI_Queen_Health_Panel
CASW_VGUI_Skip_Intro
CASW_VPhysics_NPC
CASW_Voting_Missions
CASW_Weapon
CASW_Weapon_Ammo_Bag
CASW_Weapon_Ammo_Satchel
CASW_Weapon_Assault_Shotgun
CASW_Weapon_Autogun
CASW_Weapon_Bait
CASW_Weapon_Blink
CASW_Weapon_Buff_Grenade
CASW_Weapon_Chainsaw
CASW_Weapon_Electrified_Armor
CASW_Weapon_FireExtinguisher
CASW_Weapon_Fist
CASW_Weapon_Flamer
CASW_Weapon_Flares
CASW_Weapon_Flashlight
CASW_Weapon_Flechette
CASW_Weapon_Freeze_Grenades
CASW_Weapon_Grenade_Launcher
CASW_Weapon_Grenades
CASW_Weapon_HealGrenade
CASW_Weapon_Heal_Gun
CASW_Weapon_Hornet_Barrage
CASW_Weapon_Jump_Jet
CASW_Weapon_Laser_Mines
CASW_Weapon_Medical_Satchel
CASW_Weapon_Medkit
CASW_Weapon_Mines
CASW_Weapon_Minigun
CASW_Weapon_Mining_Laser
CASW_Weapon_Night_Vision
CASW_Weapon_Normal_Armor
CASW_Weapon_PDW
CASW_Weapon_PRifle
CASW_Weapon_Pistol
CASW_Weapon_Railgun
CASW_Weapon_Ricochet
CASW_Weapon_Sentry
CASW_Weapon_Sentry_Cannon
CASW_Weapon_Sentry_Flamer
CASW_Weapon_Sentry_Freeze
CASW_Weapon_Shotgun
CASW_Weapon_Smart_Bomb
CASW_Weapon_Sniper_Rifle
CASW_Weapon_Stim
CASW_Weapon_T75
CASW_Weapon_Tesla_Gun
CASW_Weapon_Tesla_Trap
CASW_Weapon_Welder
CASW_Wire_Tile
CAchievementMgr
CAchievementMgr: failed to upload stats to Steam, EResult %d\n
CAchievementMgr::SaveGlobalState
CAchievementNotificationPanel
CAlienSwarm
CAlienSwarmProxy
CAsyncCaptionResourceManager
CAttractScreen
CAvatarImagePanel
CBOT
CBaseAchievement
CBaseAnimating
CBaseAnimatingOverlay
CBaseButton
CBaseCombatCharacter
CBaseDoor
CBaseEntity
CBaseEntity::EmitSound
CBaseEntityList::AddNonNetworkableEntity: no free slots!\n
CBaseFlex
CBaseFlex::FlexControllerLocalToGlobal failed!\n
CBaseGameStats::Event_MapChange to [%s]\n
CBaseGameStats::Event_SaveGame [%s]\n
CBaseGrenade
CBaseHelicopter
CBaseHudChat
CBaseLesson::IsTimedOut
CBaseModPanel::GetFooterPanel() called on NULL CBaseModPanel!!!\n
CBaseParticleEntity
CBasePlayer
CBasePropDoor
CBaseTempEntity
CBaseToggle
CBaseTrigger
CBaseViewModel
CBaseViewport
CBaseViewport::AddNewPanel: panel with name '%s' already exists.\n
CBeam
CBindPanel
CBitmapImagePanel
CBoneFollower
CBreakableProp
CBreakableSurface
CBuildFactoryHelper:  Factory for '%s' already exists!!!!\n
CBuildModeNavCombo
CBulletWhizTimer
CCIR601 sampling not implemented yet
CCLientShadowMgr
CC_BaseAnimating::DrawModel
CCenterStringLabel
CChangeStorageDevice::DeviceChangeCompleted - ctrlr%d is keeping device 0x%08X\n
CChangeStorageDevice::DeviceChangeCompleted for ctrlr%d device 0x%08X\n
CClientAlphaProperty
CClientLeafSystem
CClientLeafSystem::ProjectFlashlight
CClientRenderablesList pool
CClientScoreBoardDialog
CClientShadowMgr::AddShadowToReceiver
CClientShadowMgr::BuildFlashlight
CClientShadowMgr::BuildPerspectiveWorldToFlashlightMatrix
CClientShadowMgr::ComputeShadowDepthTextures
CClientShadowMgr::ComputeShadowTextures
CClientShadowMgr::DrawDeferredShadows
CClientShadowMgr::InitDepthTextureShadows
CClientShadowMgr::ReprojectShadows
CClientShadowMgr::UpdateBrushShadow
CClientShadowMgr::UpdateFlashlightState
CClientShadowMgr::UpdateProjectedTexture
CClientShadowMgr::UpdateProjectedTexture can only be used with flashlights!\n
CClientShadowMgr::UpdateProjectedTextureInternal
CClientShadowMgr::UpdateProjectionState
CClientShadowMgr::UpdateShadowDirectionFromLocalLightSource
CClientThinkList
CCollisionProperty
CColorCorrection
CColorCorrectionVolume
CCommentaryModelViewer
CConsoleDialog
CConsolePanel
CControllerOutline
CCopyRecipientFilter
CDT_EnvWindShared
CDebugOverlay
CDecalEmitterSystem
CDecalEmitterSystem::LoadDecalsFromScript:  Script '%s' missing section '%s'\n
CDecalEmitterSystem::LoadDecalsFromScript:  Translation for game material type '%s' references unknown decal '%s'\n
CDecalEmitterSystem::LoadDecalsFromScript:  Unable to load '%s'\n
CDefaultResponseSystem
CDetailObjectSystem::CountSpritesInLeafList
CDetailObjectSystem::RenderTranslucentDetailObjects
CDetailObjectSystem::RenderTranslucentDetailObjectsInLeaf
CDetailObjectSystem::SortSpritesBackToFront
CDirtySpatialPartitionEntityList
CDmxElement::UnpackIntoStructure: Mismatched attribute type in attribute "%s"!\n
CDragDropHelperPanel
CDummyMaterialProxy::CDummyMaterialProxy()\n
CDummyMaterialProxy::Init( material = "%s" )\n
CDummyMaterialProxy::OnBind( %p )\n
CDummyMaterialProxy::~CDummyMaterialProxy()\n
CDynamicProp
CENTER
CEZParticleInit
CEffectsList::DrawEffects
CEmbers
CEnableCondition
CEntityDissolve
CEntityFlame
CEntityFreezing
CEntityMapData::GetNextKey: EOF without closing brace\n
CEntityMapData::GetNextKey: closing brace without data\n
CEnvAmbientLight
CEnvDetailController
CEnvParticleScript
CEnvProjectedTexture
CEnvQuadraticBeam
CEnvScreenEffect
CEnvScreenOverlay
CEnvTonemapController
CEnvWind
CExperienceReport
CFPSPanel
CFailableAchievement
CFire
CFireTrail
CFish
CFlashlightEffect::UpdateDefaultFlashlightState
CFlashlightEffect::UpdateLight
CFlashlightEffect::UpdateLightTopDown
CFlexSceneFileManager
CFloatingNumber
CFogController
CFuncAreaPortalWindow
CFuncBrush
CFuncConveyor
CFuncLadder
CFuncMonitor
CFuncMoveLinear
CFuncOccluder
CFuncReflectiveGlass
CFuncRotating
CFuncTrackTrain
CFunc_Dust
CFunc_LOD
CGCSOCacheSubscribedJob
CGCSOCacheUnsubscribedJob
CGCSOCreateJob
CGCSODestroyJob
CGCSOUpdateJob
CGameRules
CGameRulesProxy
CGameStats
CGameStringPool
CGameTimescale
CGameUI::Initialize() failed to get necessary interfaces\n
CGameUIConVarRef %s doesn't point to an existing ConVar\n
CGammaDialog
CGlobalLight
CGlowOverlaySystem
CHAN_AUTO
CHAN_BODY
CHAN_ITEM
CHAN_STATIC
CHAN_STREAM
CHAN_VOICE
CHAN_WEAPON
CHandleTest
CHin : voiceless postalveolar affricate
CHudChat
CHudChatFilterButton
CHudChatFilterCheckButton
CHudChatFilterPanel
CHudChatHistory
CHudCloseCaption
CHudCommentary
CHudDamageIndicator
CHudHistoryResource
CHudMenu
CHudMessage
CHudNumericDisplay
CHudTextureHandle
CHudViewport
CHudWeaponSelection
CIconLesson::IsVisible
CIconLesson::ShouldDisplay
CIconPanel
CInfoLadderDismount
CInfoOverlayAccessor
CItemButton
CJobMgr::BResumeYieldingJobs
CJobMgr::BRouteMsgToJob() - continue job
CJobMgr::BRouteMsgToJob() - job
CLIENT
CLIENT:  %s(%s) thinking for %.02f ms!!!\n
CLIENTDAT
CLUB
CLevel 5
CLightGlow
CLoadingDiscPanel
CLocatorPanel
CMDLPanel
CMaterialFloatLerpProxy::OnBind "%s" %s=%f %d\n
CMaterialModifyControl
CMessageCharsPanel
CMission_Complete_Message
CModelRenderSystem::ComputeTranslucentRenderData
CModelRenderSystem::DrawModels
CModelRenderSystem::SetupFlashlightsAndDecals sorted model list count incorrect! A model was probably unable to load!
CMouseMenu.abort
CMovieDisplay
CMovieDisplayScreen
CMultiDamage
CMultiplayRules
CMultiplayerAdvancedDialog
CNB_Button
CNB_Campaign_Mission_Details
CNB_Commander_List
CNB_Commander_List_Entry
CNB_Gradient_Bar
CNB_Header_Footer
CNB_Horiz_List
CNB_Island
CNB_Lobby_Row_Small
CNB_Mission_Options
CNB_Mission_Panel
CNB_Mission_Summary
CNB_Promotion_Panel
CNB_Select_Campaign_Entry
CNB_Select_Campaign_Panel
CNB_Select_Mission_Entry
CNB_Select_Weapon_Panel
CNB_Skill_Panel_Spending
CNB_Suggest_Difficulty
CNB_Vote_Panel
CNB_Weapon_Detail
CNB_Weapon_Unlocked
CNavProgress
CNetGraphPanel
CNewParticleEffect::DrawModel
CNonFocusableMenu
COLORCORRECTION_VERSION_1
COMBINE
COM_TimestampedLog
CONFIG
CONOUT$
CONTROLLER AA
COptionsSubAudioThirdPartyCreditsDlg
COptionsSubKeyboardAdvancedDlg
COptionsSubVideoAdvancedDlg
COptionsSubVideoThirdPartyCreditsDlg
CP movement tolerance
CPDumpPanel
CPM  Got a velocity too low on %s\n
CPU Level - Default: High
CPUDetailHigh
CPUDetailLow
CPUDetailMedium
CPUGhz
CPanelKeyBindingMapDictionary::m_PanelKeyBindingMapPool
CPanelListPanel
CPanelListPanelVScroll
CPanelMessageMapDictionary::m_PanelMessageMapPool
CParticleCollection::InitializeNewParticles
CParticleEffectBinding::DrawMaterialParticles: too many particles (%d should be less than %d)
CParticleEffectBinding::DrawModel
CParticleMSG::UpdateNewEffects
CParticleMgr::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CParticlePerformanceMonitor
CParticleProperty
CParticleProperty::UpdateControlPoint
CParticleSnapshot::%s - Invalid attribute mapping specified (must be one-to-one)!\n
CParticleSnapshot::%s - Invalid attribute mapping specified for the provided container!\n
CParticleSystem
CParticleSystemMgr compiled using an old IMaterialSystem\n
CParticleSystemMgr::DrawRenderCache
CParticleSystemMgr::InitAttributeTable has an out-of-date attribute list! (element %d not set up)\n
CPerfVisualBenchmark
CPhysBox
CPhysBoxMultiplayer
CPhysMagnet
CPhysicsProp
CPhysicsPropMultiplayer
CPhysicsSystem
CPhysicsSystem::PhysicsSimulate
CPixelVisibilitySystem
CPlayerLocalData
CPlayerLocalData::m_iv_vecPunchAngle
CPlayerLocalData::m_iv_vecPunchAngleVel
CPlayerResource
CPlayerState
CPlayersList
CPointCamera
CPointCommentaryNode
CPolygonButton
CPoseController
CPostProcessController
CPreTestSetupJob
CPrecipHack
CPrecipitation
CPrecipitationBlocker
CPrediction::ProcessMovement
CPrediction::Update
CPropData
CPropDoorRotating
CPropJeep
CPropVehicleChoreoGeneric
CPropVehicleDriveable
CProp_Hallucination
CREATION_TIME
CRUSH
CRadialButton
CRadialMenu
CRagdoll
CRagdollLRURetirement
CRagdollManager
CRagdollProp
CRagdollPropAttached
CRandSimTimer
CResponseSystem:  %s (%i rules, %i criteria, and %i responses)\n
CResponseSystem:  failed to load %s\n
CResponseSystem::LoadFromBuffer [%s] - Finish
CResponseSystem::LoadFromBuffer [%s] - Start
CResponseSystem::LoadFromBuffer:  Unknown entry type '%s', expecting 'response', 'criterion', 'enumeration' or 'rules' in file %s(offset:%i)\n
CResponseSystem::LoadRuleSet took %f msec
CRopeKeyframe
CRopeManager::AddToRenderCache count to large for cache!\n
CRopeManager::DrawRenderCache
CRotorWashEmitter
CSOAContainer::SetAttributeType - ERROR, trying to change type of previously-defined attribute %d!\n
CSave::WriteHeader() size parameter exceeds 'short'!\n
CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL!
CSceneEntity
CScenePrecacheSystem
CScriptedIconLesson::FireGameEvent
CScriptedIconLesson::OnOpen
CScriptedIconLesson::ProcessElement
CScriptedIconLesson::ProcessElements
CScriptedIconLesson::Update
CSectionHeader
CShadowControl
CShadowDepthView::Draw
CSimTimer
CSimpleEmitter
CSimpleSimTimer
CSlideshowDisplay
CSlideshowDisplayScreen
CSlideshowDisplayScreen_Default
CSmallTextEntry
CSmokeStack
CSoundControllerImp
CSoundEmitterSystem
CSoundEmitterSystem::EmitSound(%s) took %f milliseconds (client)\n
CSoundEnvelope
CSoundPatch
CSoundPatch pool
CSoundPatch::ResumeSound: Lost EHAndle on restore - destroy the sound patch in your entity's StopLoopingSounds! (%s)\n
CSoundPatch::Update:  Removing CSoundPatch (%s) with NULL EHandle\n
CSpatialEntity
CSpectatorGUI
CSpectatorMenu
CSplashImage
CSpotlightEnd
CSprite
CSprite::DrawModel
CSprite::GetToolRecordingState
CSpriteOriented
CSpriteTrail
CSpriteTrail::DrawModel
CSquad_Inventory_Panel_Entry
CStartGameserverJob
CStartPlayingJob
CStatueProp
CSteamJet
CSteamWorksGameStatsUploader
CStopGameserverJob
CStopPlayingJob
CStopwatch
CStopwatchBase
CSunlightShadowControl
CTEAntlionDust
CTEArmorRicochet
CTEBSPDecal
CTEBaseBeam
CTEBeamEntPoint
CTEBeamEnts
CTEBeamFollow
CTEBeamLaser
CTEBeamPoints
CTEBeamRing
CTEBeamRingPoint
CTEBeamSpline
CTEBloodSprite
CTEBloodStream
CTEBreakModel
CTEBubbleTrail
CTEBubbles
CTEClientProjectile
CTEDecal
CTEDust
CTEDynamicLight
CTEEffectDispatch
CTEEnergySplash
CTEExplosion
CTEFizz
CTEFootprintDecal
CTEFoundryHelpers
CTEGaussExplosion
CTEGlowSprite
CTEImpact
CTEKillPlayerAttachments
CTELargeFunnel
CTEMarineAnimEvent
CTEMetalSparks
CTEMuzzleFlash
CTEPhysicsProp
CTEPlayerAnimEvent
CTEPlayerDecal
CTEProjectedDecal
CTEShatterSurface
CTEShowLine
CTESmoke
CTESparks
CTESprite
CTESpriteSpray
CTEWorldDecal
CTSListBase: Misaligned list\n
CTSQueue: Misaligned queue\n
CTakeDamageInfo
CTeam
CTeamMenu
CTeamplayRoundBasedRulesProxy
CTempEnts::PhysicsProp: model index %i not found\n
CTesla
CTestTraceline
CTest_ProxyToggle_Networkable
CTextWindow
CTextWindow::Update: unknown content type %i\n
CTimeline
CTreeViewListControl
CTriggerPlayerMovement
CUIGameData::OpenWaitScreen - setting navback to %s instead of waitscreen\n
CUserMessages::DispatchUserMessage:  Bogus msg type %i (max == %i)\n
CUserMessages::DispatchUserMessage:  Missing client entry for msg type %i\n
CUserMessages::HookMessage:  no such message %s\n
CUserMessages::Register '%s' already registered\n
CUtlBlockMemory overflow!\n
CUtlFixedMemory overflow!\n
CUtlLinkedList overflow! (exhausted index range)\n
CUtlLinkedList overflow! (exhausted memory allocator)\n
CUtlMultiList overflow! (exhausted index range)\n
CUtlMultiList overflow! (exhausted memory allocator)\n
CUtlRBTree overflow!\n
CUtlStreamBuffer does not support TEXT_BUFFER's use CUtlBuffer\n
CVGuiScreen
CViewAngleAnimation
CViewAngleAnimation::LoadViewAnimFile failed to load script %s\n
CViewAngleAnimation::RunAnimation called on an empty view animation\n
CViewRender::Draw3dSkyboxworld
CViewRender::DrawTranslucentWorldAndDetailPropsInLeaves
CViewRender::DrawTranslucentWorldInLeaves
CViewRender::Render
CViewRender::SetUpView->OnRenderEnd
CViewportClientSystem
CVisibleShadowList::FindShadows
CVoiceStatus::HandleReqStateMsg\n
CVoiceStatus::HandleVoiceMaskMsg\n
CVoiceStatus::SetPlayerBlockedState part 1\n
CVoiceStatus::SetPlayerBlockedState part 2\n
CVoiceStatus::SetPlayerBlockedState: setting player %d ban to %d\n
CVoiceStatus::UpdateServerState
CVoiceStatus::UpdateServerState: Sending '%s'\n
CVoiceStatus::UpdateServerState: g_bLevelInitialized\n
CVoiceStatus::UpdateServerState: no change\n
CVoiceStatus::UpdateSpeakerStatus: ent %d ss[%d] talking = %d\n
CWaterBullet
CWaterLODControl
CWeaponList
CWorld
C_ASWEnvSpark
C_ASWPlayerLocalData
C_ASW_Alien::ClientThink FX_ElectroStun
C_ASW_Ammo_Drop
C_ASW_ClientRagdoll
C_ASW_ClientRagdoll::ClientThink: m_nDeathStyle = %d\n
C_ASW_Drone_Advanced
C_ASW_Drone_Advanced::UpdatePoseParams
C_ASW_Emitter
C_ASW_Emitter::UseTemplate: couldn't load file: %s\n
C_ASW_Entity_Dissolve
C_ASW_Extinguisher_Projectile
C_ASW_Firewall_Piece
C_ASW_Flamer_Projectile
C_ASW_FourWheelVehiclePhysics
C_ASW_Gun_Smoke_Emitter
C_ASW_Hack_Computer
C_ASW_Hack_Computer calling sethackoption as m_iShowOption = %d and m_iOldShowOption = %d\n
C_ASW_Hack_Wire_Tile
C_ASW_Laser_Mine
C_ASW_Marine
C_ASW_Marine::ApplyMeleeDamage
C_ASW_Marine::ClientThink
C_ASW_Marine::UpdateClientSideAnimation
C_ASW_Mesh_Emitter
C_ASW_Mine
C_ASW_Parasite
C_ASW_Player
C_ASW_Player::ClientThink
C_ASW_Player::m_iv_angEyeAngles
C_ASW_PropJeep_Clientside created\n
C_ASW_PropJeep_Clientside::Initialize: PhysModelParseSolid failed for entity %i.\n
C_ASW_Prop_Laserable
C_ASW_Queen
C_ASW_Scanner_Noise::ParseAllEntities: found %s when expecting {
C_ASW_Sentry_Base
C_ASW_Sentry_Top
C_ASW_Sentry_Top_Flamer
C_ASW_Shieldbug
C_ASW_Simple_Alien::GetShadowCastDistance
C_ASW_Simple_Drone::UpdatePoseParams
C_ASW_Snow_Volume::ParseAllEntities: found %s when expecting {
C_ASW_TeslaTrap
C_ASW_VPhysics_NPC
C_ASW_Weapon
C_ASW_Weapon_Rifle
C_AlienSwarm created\n
C_AlienSwarm deleted\n
C_AlienSwarmProxy
C_BaseAnimating
C_BaseAnimating::BuildTransformations
C_BaseAnimating::GetToolRecordingState
C_BaseAnimating::InitBoneSetupThreadPool
C_BaseAnimating::RecordBones
C_BaseAnimating::SequenceDuration( %d ) out of range\n
C_BaseAnimating::SetupBones
C_BaseAnimating::ThreadedBoneSetup
C_BaseAnimating::m_iv_flCycle
C_BaseAnimating::m_iv_flEncodedController
C_BaseAnimating::m_iv_flPoseParameter
C_BaseAnimatingOverlay
C_BaseAnimatingOverlay::m_iv_AnimOverlay00
C_BaseAnimatingOverlay::m_iv_AnimOverlay01
C_BaseAnimatingOverlay::m_iv_AnimOverlay02
C_BaseAnimatingOverlay::m_iv_AnimOverlay03
C_BaseAnimatingOverlay::m_iv_AnimOverlay04
C_BaseAnimatingOverlay::m_iv_AnimOverlay05
C_BaseAnimatingOverlay::m_iv_AnimOverlay06
C_BaseAnimatingOverlay::m_iv_AnimOverlay07
C_BaseAnimatingOverlay::m_iv_AnimOverlay08
C_BaseAnimatingOverlay::m_iv_AnimOverlay09
C_BaseAnimatingOverlay::m_iv_AnimOverlay10
C_BaseAnimatingOverlay::m_iv_AnimOverlay11
C_BaseAnimatingOverlay::m_iv_AnimOverlay12
C_BaseAnimatingOverlay::m_iv_AnimOverlay13
C_BaseAnimatingOverlay::m_iv_AnimOverlay14
C_BaseCombatCharacter
C_BaseCombatWeapon::DrawModel
C_BaseEntity
C_BaseEntity::DrawBrushModel
C_BaseEntity::InterpolateServerEntities
C_BaseEntity::RestoreData
C_BaseEntity::SaveData
C_BaseEntity::ToolRecordEnties
C_BaseEntity::UnlinkFromHierarchy(): Entity has a child with the wrong parent!\n
C_BaseEntity::m_iv_angRotation
C_BaseEntity::m_iv_vecOrigin
C_BaseFlex
C_BaseFlex::AddSceneEvent:  event failed\n
C_BaseFlex::AddSceneEvent:  event->GetActor() was NULL!!!\n
C_BaseFlex::AddSceneEvent:  scene or event was NULL!!!\n
C_BaseFlex::m_iv_viewtarget
C_BaseFlex:m_iv_flexWeight
C_BasePlayer
C_BasePlayer::GetToolRecordingState
C_BasePlayer::m_iv_vecViewOffset
C_BeamSpotLight
C_BreakableSurface
C_ClientRagdoll
C_ColorCorrectionVolume
C_DustTrail
C_Embers
C_FuncLadder
C_Func_Dust
C_GameInstructor
C_GameInstructor::FireGameEvent
C_GameInstructor::Update
C_GameInstructor::UpdateActiveLesson
C_GameInstructor::UpdateInactiveLesson
C_GlobalLight::ClientThink
C_INIT_InitFromCPSnapshot: Unsupported attribute data type! (%d)\n
C_INIT_InitFromParentKilled: Unsupported attribute data type! (%d)\n
C_LocalTempEntity::DrawStudioModel
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "%s"!\n
C_ParticleSmokeGrenade
C_ParticleSystem::ClientThink SkipToTime
C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n
C_PlayerResource
C_PointCommentaryNode
C_PointCommentaryNode::AddAndLockCommentaryHudGroup
C_PointCommentaryNode::OnDataChanged
C_PointCommentaryNode::RemoveAndUnlockCommentaryHudGroup
C_PropVehicleChoreoGeneric
C_PropVehicleDriveable
C_PropVehicleDriveable::m_iv_vecGunCrosshair
C_RocketTrail::damaged
C_RopeKeyframe::CalculateEndPointAttachment
C_RopeKeyframe::DrawModel
C_ServerRagdoll::m_iv_ragAngles
C_ServerRagdoll::m_iv_ragPos
C_ServerRagdollAttached::SetupBones
C_SmokeTrail
C_SoundScapeSystem
C_SoundscapeSystem::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
C_SporeExplosion
C_SpriteRenderer::DrawSprite
C_SpriteTrail
C_SunlightShadowControl::ClientThink
C_Team
Cabaret
Cables
CainMail
CainMailPanel
CalcSequenceIndex: can't find '%s'.\n
Call to NULL CStudioHdr::GroupStudioHdr()\n
Called Release() on CBoneList not allocated via Alloc() method\n
Camera Test.
Camera max velocity.
Camera shifting enable/disable.
Camera spring constant.
Camera spring dampening.
Camera y-shift value.
CameraImage
Campaign
Campaign: %s       Date: %s\nMissions Completed: %d       Players: %s
CampaignBackdrop
CampaignBracket
CampaignClicked
CampaignCurrentLoc
CampaignDescription
CampaignFooter
CampaignFrame
CampaignFrame::PerformLayout w=%d\n
CampaignGalacticMap
CampaignList
CampaignLocationDot
CampaignLocationImage
CampaignMapBorder
CampaignMapLocation
CampaignMapSearchLights
CampaignName
CampaignPanel
CampaignSurfaceMap
CampaignSurfaceMapL0
CampaignSurfaceMapL1
CampaignSurfaceMapL2
CampaignTextureLayer1
CampaignTextureLayer2
CampaignTextureLayer3
CampaignTextureName
CampaignTitle
CampaignVoteButton
Campaign_Mission_Details
Can players collect money?
Can't add Keybindings Context for unnamed panels\n
Can't condump! Too many existing condump output files in the gamedir!\n
Can't create temporary entity with NULL model!\n
Can't find background image '%s'\n
Can't find factory for entity: %s\n
Can't find soundscape %s\n
Can't get key value\t'%s' from file '%s'.\n
Can't initialize an EHANDLE from the instructor lesson script.
Can't open %s for client precache info.
Can't play until a game is started.\n
Can't use this variable type with this parameter type in lesson script.\n
CanBeDefaultButton
CancelButton
CancelDButton
CancelDedicatedSearch
CancelSignIn
Candidate
Cannot Apply
Cannot display waitscreen! Active window of higher priority: %s\n
Cannot find color correction lookup file: '%s'\n
Cannot quantize more than %d color components
Cannot quantize to fewer than %d colors
Cannot quantize to more than %d colors
Cannot run script: NULL script name\n
Cannot transcode due to multiple use of quantization table %d
Caps Lock
Caps Lock Toggle
Caption
CaptionLookup_t
Captions
CategoryButton
CategoryButton%d
Catmull-Rom
Catmull-Rom (Norm X)
Catmull-Rom (Norm)
Catmull-Rom (Tangent)
Caution
Caution: quantization tables are too coarse for baseline JPEG
Ccl_winddir
Cdmg_bio
Celtic
CendColor
Cengine/modulatesinglecolor
Center Offset
CenterPrintText
Cff&D
Chamber Music
Change
Change in pitch (from 0 to 1.0) of scanner blips depending on distance from the tech marine
ChangeChapter
ChangeDifficulty
ChangeGameSettings
ChangeGamers
ChangeKey
ChangeKeyButton
ChangeMarine
ChangeMission
ChangeScenario
ChangeWeapon0
ChangeWeapon1
ChangeWeapon2
Changes access for the current game to friends only.
Changes access for the current game to public.
Changing chainsaw pitch to %f transition rate %f\n
ChangingSlot%d
Chanson
Charge
ChargeRelease
Chat.TypingText
ChatButton
ChatEchoPanel
ChatFiltersButton
ChatFont
ChatInput
ChatInputLine
ChatInputPrompt
ChatLine1
ChatScheme
Cheats
CheatsUsedLabel
Check for fast reload\n
CheckButton.BgColor
CheckButton.Border1
CheckButton.Border2
CheckButton.Check
CheckButton.DisabledBgColor
CheckButton.DisabledFgColor
CheckButton.SelectedTextColor
CheckButton.TextColor
CheckButtonAddonAssociation
CheckButtonAssociation
CheckButtonChecked
CheckButtonCloud
Checkbox
Checking panel %i (%s). diff=%f,%f dir=%f, %f dot=%f\n
Child Group ID to affect
ChildContainer
ChildResized
ChooseCampaignTexture
ChooserEntry
Chorus
Christian Rap
CircularProgressBar
CircularProgressBar.BgColor
CircularProgressBar.FgColor
Clamp
Clamp Maximum Light Value to Initial Color
Clamp Minimum Light Value to Initial Color
ClassImage
ClassLabel
Classic Rock
Classical
CleanHUD
Clear memory of client side hints displayed to the player.
Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
ClearKey
ClearKeyButton
Cleared currently focused controller panel\n
Clears your experience
ClickPanel
Clicked on %d\n
Client
Client SelectWeightedSequence
Client SimulateEntities
Client Simulation
Client Soundscape data dump:\n
Client TempEnts
Client checking for reconnect\n
Client session ID (%d).\n
Client submitting table (%s).\n
Client: Missing precache for particle system "%s"!\n
ClientAlphaPropertyMgrV001
ClientDLL
ClientDLL Init - Finish
ClientDLL factories - Start
ClientEffect textures
ClientLeafSystem002
ClientMenu
ClientModeASW
ClientModeASWFullscreen
ClientPerfData
ClientRenderTargets001
ClientScheme
Client_Animation
Client_Animation_Threaded
Clientonground = %d (%s) Flags: %d \n
Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Clientside spectator flag is %d\n
Clip entities against portal frustums.
Close
Close action.
Close caption delay before showing caption.
Close caption linger time.
Close event 
Close event elements completed.
CloseCaption
CloseCaptionCheck
CloseCaptionDirect
CloseCaption_Bold
CloseCaption_BoldItalic
CloseCaption_Italic
CloseCaption_Normal
CloseCompletionList
CloseFrameButtonPressed
CloseHandle
CloseModal
Closed temporary file %s
ClosedByHittingTilde
Cloud
CloudSettings
Club
CmdLineSettings
Collide rope with the world
Collision
Collision sound:
Collision via traces
Collision:
CollisionCombo
CollisionDampening
CollisionDampeningText
CollisionDecal
CollisionSound
CollisionTemplate
CollisionTemplateCombo
Color
Color Correction Mgr
Color Fade
Color Light From Control Point
Color Light from Control Point
Color Lit Per Particle
Color Random
Color and Opacity
Color of background tinting in briefing screens
Color of grenades
Color of text glow
Color%dBlue
Color%dGreen
Color%dRed
Color%dTime
Color%dUse
Color0Blue
Color0BlueText
Color0Check
Color0Green
Color0GreenText
Color0Red
Color0RedText
Color0Time
Color0TimeText
Color1Blue
Color1BlueText
Color1Check
Color1Green
Color1GreenText
Color1Red
Color1RedText
Color1Time
Color1TimeText
Color2Blue
Color2BlueText
Color2Check
Color2Green
Color2GreenText
Color2Red
Color2RedText
Color2Time
Color2TimeText
Color3Blue
Color3BlueText
Color3Check
Color3Green
Color3GreenText
Color3Red
Color3RedText
Color3Time
Color3TimeText
Color4Blue
Color4BlueText
Color4Check
Color4Green
Color4GreenText
Color4Red
Color4RedText
Color4Time
Color4TimeText
Color:
ColorBlind
ColorBlind%d
ColorCorrection
Colors
Colour of flares
ColumnResized
CombineScheme
ComboBox
ComboBoxBorder
ComboBoxButton.ArmedArrowColor
ComboBoxButton.ArrowColor
ComboBoxButton.BgColor
ComboBoxButton.DisabledBgColor
CombosFrom
Comedy
Command::Game::Chat
CommandComboBox::OnMessage: cvar %s not found.\n
CommandLine
CommandMenu
CommandMenu::LoadFromKeyValueInternal: depth > 100.\n
CommandMenuClosed
CommandPointer
CommandSubmitted
CommanderFlash
CommanderImage
CommanderLevel
CommanderList
CommanderName
Commander_List_Entry%d
CommentaryDefault
CompareStringA
CompareStringW
CompiledCaptionHeader_t
CompleteLabel
CompletionCommand
CompletionList
Component %d for achievement %s found, but already had that component\n
Component %d for achievement %s found\n
Compute Normals From Control Points
ComputerCamera
ComputerContainer
ComputerContainer/VGUIComputerFrame
ComputerDocs
ComputerFrame
ComputerMail
ComputerMenu
ComputerMenuBar1
ComputerMenuBar2
ComputerMenuIcon
ComputerMenuIconShadow
ComputerMenuLabel
ComputerNews
ComputerPlant
ComputerScan0
ComputerSplash
ComputerStocks
ComputerTumblerHack
ComputerWeather
ConDMsg
ConVar
ConVar %s controlled by gpu_level/cpu_level must not be marked as FCVAR_ARCHIVE or FCVAR_CHEAT!\n
ConVar(%s) defined with infinite float value (%s)\n
ConVar.mat_aaquality
ConVar.mat_antialias
ConVar.mat_colorcorrection
ConVar.mat_dxlevel
ConVar.mat_forceaniso
ConVar.mat_motion_blur_enabled
ConVar.mat_picmip
ConVar.mat_reducefillrate
ConVar.mat_trilinear
ConVar.mat_vsync
ConVar.r_flashlightdepthtexture
ConVar.r_rootlod
ConVar.r_shadowrendertotexture
ConVar.r_waterforceexpensive
ConVar.r_waterforcereflectentities
ConVarRef %s doesn't point to an existing ConVar\n
Concept
Conditional Error: %s\n
Connect string for demo UI
Connect the vscript VM to the script debugger
ConnectedToGame
Connection Problems
Connection to server timed out
Console
Console.DevTextColor
Console.TextColor
ConsoleCheck
ConsoleEntry
ConsoleHistory
ConsolePage
ConsoleSubmit
ConsoleText
Constrain distance to control point
Constrain distance to path between two control points
Constrain particles to a box
Contact Shanon or Brian\n
Context
ContextLabel
ContextMenu
Contexts to set '%s' on %s, 
Continue
ContinueButton
ContinuousProgressBar
Control Point
Control Point Field X/Y/Z
Control Point Number
Control Point Number to Set
Control Point Offset
Control Point for point on plane
Control Point to Broadcast Speed and Direction To
Control Point to Scale Duration
Control Point to Set
Control Point to Trace From
Control Point to offset positions from
Control point number
ControlDirection
ControlFactory
ControlModified
ControlName
ControlPoints
ControlText
Controller
ControllerOptions
ControllerOptionsButtons
ControllerOptionsSticks
ControllerOutline
Controls angle of the small in-picture Stim camera
Controls offset of the small in-picture Stim camera
Controls the speed when matching offset to ideal angles in thirdperson view
ConversionMode
ConversionModeMenu
Copy
CopyFileA
Copyright (C) 1998, Thomas G. Lane
Coroutine_Continue
Coroutine_Create
Coroutine_YieldToMain
Corp
Corridor1
Corridor2
Corrupt JPEG data: %u extraneous bytes before marker 0x%02x
Corrupt JPEG data: bad Huffman code
Corrupt JPEG data: found marker 0x%02x instead of RST%d
Corrupt JPEG data: premature end of data segment
Could not create effect for alien death: %s
Could not create effect for marine hurt: %s
Could not find '%s'\n
Could not find screen space effect %s\n
Could not finish async caption work after %f seconds of processing before caption dictionary init!\n
Could not get a handle for new locator target. Too many targets in use!
Could not load client menu %s\n
Couldn't alloc a high priority TENT (max %i)!\n
Couldn't create script object
Couldn't find any asw_emitter to edit\n
Couldn't find info panel.\n
Couldn't find metaclass definition file %s\n
Couldn't find pitch pose parameter to set to %f\n
Couldn't find script file %s\n
Couldn't find surface in GetColorForSurface()\n
Couldn't get IClientEntity for %i\n
Couldn't get aswparticle\n
Couldn't load combine panel scheme!\n
Couldn't load emitter template from cache. %s\n
Couldn't parse script file: expected 'event', found '%s'\n
Couldn't parse script file: expected <event name>, found nothing\n
Couldn't parse script sequence '%s': expected '{', found '%s'\n
Couldn't parse script sequence '%s': expected <anim command>, found '%s'\n
Couldn't scan four color values from %s\n
Couldn't write bitmap data snapshot.\n
CountdownGlowLabel
CountdownLabel
CountdownPanel
CountdownTimeLabel
CountdownTimer
Counter
Country
Courier
CqTR;
Crash
Create
Create In Hierarchy
Create a savegame before VCD playback
Create vortices from parent particles
CreateCompatibleDC
CreateFileA
CreateFileMappingA
CreateGame
CreateHairball
CreateInterface
CreateMutexA
CreateNewControl
CreateProcessA
CreateSimpleThread
CreateThread
CreateWindowExA
Created snow emitter\n
Creates a clientside jeep
Creates a dlight in front of the player
Creates physics for test clientside jeep
Creating ragdoll at tick %d\n
Creation Time
CreditLine
Credits
CreditsMsg
CreditsPanel
Crossfade time between heal gun's search and heal sound
Crossfade time between mining laser's charge and run sound
CrosshairColorComboBox
CrosshairImage
CrosshairLabel
CrosshairSizeComboBox
CrosshairTexture
CrosshairTranslucencyCheckbox
Csending clientcmd %s\n
Csplish
Ctrl
CubeMap textures
Cull End Time
Cull Percentage
Cull Random
Cull Start Time
Cull Time Exponent
Cull plane offset
Cull relative to Ray Trace Environment
Cull relative to model
Cull when crossing plane
Cult
Current Num Particles:
Current Num Particles:      %d
Current close caption language (emtpy = use game UI language)
Current focus %s (%s)\n
Current game mode, acceptable values are campaign and single_mission.
Current name of the skybox texture
Current sound patches: %d\n
CurrentDefaultButtonSet
CurrentTime
CurrentTimescale
CurrentVoteTitle
Cursor extent scale of joystick when used in targeting mode
Cursor speed of joystick when used in targeting mode
CursorEntered
CursorEnteredMenuButton
CursorEnteredMenuItem
CursorExited
CursorExitedMenuItem
CursorMoved
Custom mouse acceleration (0 disable, 1 to enable, 2 enable with separate yaw/pitch rescale).\nFormula: mousesensitivity = ( rawmousedelta^m_customaccel_exponent ) * m_customaccel_scale + sensitivity\nIf mode is 2, then x and y sensitivity are scaled by m_pitch and m_yaw respectively.
Custom mouse acceleration value.
Custom music file used for stim music
CustomCampaigns
CustomCreditsFile
CustomMatch_
CustomPaint
CustomURL
Cut : voiceless velar stop
Cutoff area %.2f\n
CvarToggleCheckButton
Cycle
D15S1
D16_SHADOW
D24FS8
D24S8
D24X4S4
D24X8
D24X8_SHADOW
D<CASW_VGUI_Computer_Camera
D<xZu
D@#asw_ingame_restart_in
DAMAGE:%.2f
DB   #2: Vel=%f,%f,%f\n
DCT coefficient out of range
DCreateDebris 2
DEAD
DEBRIS
DEFAULT
DEFAULT_WRITE_PATH
DEMO
DESCRIPTION
DESCRIPTION INFO_OPTIONS\r\n{\r\n
DEnv projected texture
DHurlObjectAtCamera needs to care about which camera
DIRECT
DISSOLVE
DOMAIN error\r\n
DOWN
DOWNARROW
DPS: %.2f
DROWN
DROWNRECOVER
DT_AI_BaseNPC
DT_AR2Explosion
DT_ASWActiveLocalWeaponData
DT_ASWEnvSpark
DT_ASWHealthBar
DT_ASWLocal
DT_ASWLocalWeaponData
DT_ASWStatueProp
DT_ASW_AOEGrenade_Projectile
DT_ASW_Alien
DT_ASW_Alien_Goo
DT_ASW_Ammo_Assault_Shotgun
DT_ASW_Ammo_Autogun
DT_ASW_Ammo_Chainsaw
DT_ASW_Ammo_Drop
DT_ASW_Ammo_Flamer
DT_ASW_Ammo_Mining_Laser
DT_ASW_Ammo_PDW
DT_ASW_Ammo_Pistol
DT_ASW_Ammo_Railgun
DT_ASW_Ammo_Rifle
DT_ASW_Ammo_Shotgun
DT_ASW_Boomer
DT_ASW_Bouncing_Pellet
DT_ASW_BuffGrenade_Projectile
DT_ASW_Button_Area
DT_ASW_Buzzer
DT_ASW_Campaign_Save
DT_ASW_Client_Corpse
DT_ASW_Computer_Area
DT_ASW_Debrief_Stats
DT_ASW_Door
DT_ASW_Door_Area
DT_ASW_Drone_Advanced
DT_ASW_Dummy_Vehicle
DT_ASW_Dynamic_Light
DT_ASW_Egg
DT_ASW_Emitter
DT_ASW_Entity_Dissolve
DT_ASW_Equip_Req
DT_ASW_Extinguisher_Projectile
DT_ASW_Fire
DT_ASW_Firewall_Piece
DT_ASW_Flamer_Projectile
DT_ASW_Flare_Projectile
DT_ASW_Game_Resource
DT_ASW_Grub
DT_ASW_Grub_Sac
DT_ASW_Hack_Computer
DT_ASW_HealGrenade_Projectile
DT_ASW_Holdout_Mode
DT_ASW_Holo_Sentry
DT_ASW_Info_Message
DT_ASW_Laser_Mine
DT_ASW_Marine
DT_ASW_Marine_Resource
DT_ASW_Marker
DT_ASW_Mine
DT_ASW_Mortarbug_Shell
DT_ASW_Objective
DT_ASW_Objective_Countdown
DT_ASW_Objective_Kill_Aliens
DT_ASW_Objective_Kill_Eggs
DT_ASW_Objective_Kill_Goo
DT_ASW_Objective_Kill_Queen
DT_ASW_Parasite
DT_ASW_Pickup
DT_ASW_Pickup_Hornet_Barrage
DT_ASW_Pickup_Money
DT_ASW_Pickup_Weapon
DT_ASW_Pickup_Weapon_Ammo_Bag
DT_ASW_Pickup_Weapon_Ammo_Satchel
DT_ASW_Pickup_Weapon_Assault_Shotgun
DT_ASW_Pickup_Weapon_Autogun
DT_ASW_Pickup_Weapon_Buff_Grenade
DT_ASW_Pickup_Weapon_Chainsaw
DT_ASW_Pickup_Weapon_FireExtinguisher
DT_ASW_Pickup_Weapon_Flamer
DT_ASW_Pickup_Weapon_Flares
DT_ASW_Pickup_Weapon_Flashlight
DT_ASW_Pickup_Weapon_Flechette
DT_ASW_Pickup_Weapon_Grenades
DT_ASW_Pickup_Weapon_Heal_Grenade
DT_ASW_Pickup_Weapon_Medical_Satchel
DT_ASW_Pickup_Weapon_Medkit
DT_ASW_Pickup_Weapon_Mines
DT_ASW_Pickup_Weapon_Mining_Laser
DT_ASW_Pickup_Weapon_PDW
DT_ASW_Pickup_Weapon_PRifle
DT_ASW_Pickup_Weapon_Pistol
DT_ASW_Pickup_Weapon_Railgun
DT_ASW_Pickup_Weapon_Ricochet
DT_ASW_Pickup_Weapon_Rifle
DT_ASW_Pickup_Weapon_Sentry
DT_ASW_Pickup_Weapon_Sentry_Cannon
DT_ASW_Pickup_Weapon_Sentry_Flamer
DT_ASW_Pickup_Weapon_Sentry_Freeze
DT_ASW_Pickup_Weapon_Shotgun
DT_ASW_Pickup_Weapon_Stim
DT_ASW_Pickup_Weapon_T75
DT_ASW_Pickup_Weapon_Tesla_Trap
DT_ASW_Pickup_Weapon_Welder
DT_ASW_Player
DT_ASW_PointCamera
DT_ASW_Powerup
DT_ASW_Powerup_Bullets
DT_ASW_Powerup_Chemical_Bullets
DT_ASW_Powerup_Electric_Bullets
DT_ASW_Powerup_Explosive_Bullets
DT_ASW_Powerup_Fire_Bullets
DT_ASW_Powerup_Freeze_Bullets
DT_ASW_Powerup_Increased_Speed
DT_ASW_PropJeep
DT_ASW_Prop_Laserable
DT_ASW_Prop_Physics
DT_ASW_Queen
DT_ASW_Queen_Divers
DT_ASW_Queen_Grabber
DT_ASW_Queen_Spit
DT_ASW_Ranger
DT_ASW_Remote_Turret
DT_ASW_Rocket
DT_ASW_Scanner_Info
DT_ASW_Sentry_Base
DT_ASW_Sentry_Top
DT_ASW_Sentry_Top_Flamer
DT_ASW_Sentry_Top_Icer
DT_ASW_Shaman
DT_ASW_Shieldbug
DT_ASW_Shotgun_Pellet_Predicted
DT_ASW_Simple_Alien
DT_ASW_Simple_Drone
DT_ASW_T75
DT_ASW_Target_Dummy
DT_ASW_TeslaTrap
DT_ASW_Use_Area
DT_ASW_VPhysics_NPC
DT_ASW_Voting_Missions
DT_ASW_Weapon
DT_ASW_Weapon_Ammo_Bag
DT_ASW_Weapon_Ammo_Satchel
DT_ASW_Weapon_Assault_Shotgun
DT_ASW_Weapon_Autogun
DT_ASW_Weapon_Bait
DT_ASW_Weapon_Buff_Grenade
DT_ASW_Weapon_Chainsaw
DT_ASW_Weapon_Electrified_Armor
DT_ASW_Weapon_FireExtinguisher
DT_ASW_Weapon_Fist
DT_ASW_Weapon_Flamer
DT_ASW_Weapon_Flares
DT_ASW_Weapon_Flashlight
DT_ASW_Weapon_Flechette
DT_ASW_Weapon_Freeze_Grenades
DT_ASW_Weapon_Grenade_Launcher
DT_ASW_Weapon_Grenades
DT_ASW_Weapon_HealGrenade
DT_ASW_Weapon_Heal_Gun
DT_ASW_Weapon_Hornet_Barrage
DT_ASW_Weapon_Laser_Mines
DT_ASW_Weapon_Mines
DT_ASW_Weapon_Minigun
DT_ASW_Weapon_Mining_Laser
DT_ASW_Weapon_Night_Vision
DT_ASW_Weapon_Normal_Armor
DT_ASW_Weapon_PDW
DT_ASW_Weapon_PRifle
DT_ASW_Weapon_Pistol
DT_ASW_Weapon_Railgun
DT_ASW_Weapon_Ricochet
DT_ASW_Weapon_Rifle
DT_ASW_Weapon_Sentry
DT_ASW_Weapon_Sentry_Cannon
DT_ASW_Weapon_Sentry_Flamer
DT_ASW_Weapon_Sentry_Freeze
DT_ASW_Weapon_Smart_Bomb
DT_ASW_Weapon_Sniper_Rifle
DT_ASW_Weapon_Stim
DT_ASW_Weapon_T75
DT_ASW_Weapon_Tesla_Trap
DT_ASW_Weapon_Welder
DT_AlienSwarmProxy
DT_AnimTimeMustBeFirst
DT_Animationlayer
DT_BCCLocalPlayerExclusive
DT_BaseAnimating
DT_BaseAnimatingOverlay
DT_BaseBeam
DT_BaseButton
DT_BaseCombatCharacter
DT_BaseCombatWeapon
DT_BaseDoor
DT_BaseEntity
DT_BaseFlex
DT_BaseGrenade
DT_BaseHelicopter
DT_BaseParticleEntity
DT_BasePlayer
DT_BasePropDoor
DT_BaseToggle
DT_BaseTrigger
DT_BaseViewModel
DT_BeamSpotlight
DT_BoneFollower
DT_BreakableProp
DT_BreakableSurface
DT_CFish
DT_CollisionProperty
DT_ColorCorrection
DT_ColorCorrectionVolume
DT_CombineGunship
DT_CountdownTimer
DT_DetailController
DT_DustTrail
DT_DynamicLight
DT_DynamicProp
DT_EffectData
DT_Embers
DT_EntityDissolve
DT_EntityFlame
DT_EntityFreezing
DT_EntityParticleTrail
DT_EntityParticleTrailInfo
DT_EnvAmbientLight
DT_EnvDOFController
DT_EnvParticleScript
DT_EnvProjectedTexture
DT_EnvScreenEffect
DT_EnvScreenOverlay
DT_EnvTonemapController
DT_EnvWind
DT_FireSmoke
DT_FireTrail
DT_FogController
DT_FuncAreaPortalWindow
DT_FuncBrush
DT_FuncConveyor
DT_FuncLadder
DT_FuncMonitor
DT_FuncMoveLinear
DT_FuncOccluder
DT_FuncReflectiveGlass
DT_FuncRotating
DT_FuncSmokeVolume
DT_FuncTrackTrain
DT_Func_Dust
DT_Func_LOD
DT_GameRulesProxy
DT_GlobalLight
DT_HandleTest
DT_InfoLadderDismount
DT_InfoOverlayAccessor
DT_IntervalTimer
DT_LightGlow
DT_Local
DT_LocalActiveWeaponData
DT_LocalPlayerExclusive
DT_LocalWeaponData
DT_MaterialModifyControl
DT_MovieDisplay
DT_MovieExplosion
DT_OverlayVars
DT_ParticleFire
DT_ParticlePerformanceMonitor
DT_ParticleProperty
DT_ParticleSystem
DT_PhysBox
DT_PhysBoxMultiplayer
DT_PhysMagnet
DT_PhysicsProp
DT_PhysicsPropMultiplayer
DT_Plasma
DT_PlayerResource
DT_PlayerState
DT_PointCamera
DT_PointCommentaryNode
DT_PoseController
DT_PostProcessController
DT_Precipitation
DT_PrecipitationBlocker
DT_PropDoorRotating
DT_PropJeep
DT_PropVehicleChoreoGeneric
DT_PropVehicleDriveable
DT_Prop_Hallucination
DT_ProxyToggle
DT_ProxyToggle_ProxiedData
DT_QuadraticBeam
DT_Ragdoll
DT_RagdollManager
DT_Ragdoll_Attached
DT_RocketTrail
DT_RopeKeyframe
DT_RotorWashEmitter
DT_SceneEntity
DT_ShadowControl
DT_SlideshowDisplay
DT_SmokeStack
DT_SmokeTrail
DT_SpatialEntity
DT_SporeExplosion
DT_SporeTrail
DT_SpotlightEnd
DT_Sprite
DT_SpriteOriented
DT_SpriteTrail
DT_StatueProp
DT_SteamJet
DT_Sun
DT_SunlightShadowControl
DT_TEAntlionDust
DT_TEArmorRicochet
DT_TEBSPDecal
DT_TEBeamEntPoint
DT_TEBeamEnts
DT_TEBeamFollow
DT_TEBeamLaser
DT_TEBeamPoints
DT_TEBeamRing
DT_TEBeamRingPoint
DT_TEBeamSpline
DT_TEBloodSprite
DT_TEBloodStream
DT_TEBreakModel
DT_TEBubbleTrail
DT_TEBubbles
DT_TEClientProjectile
DT_TEDecal
DT_TEDust
DT_TEDynamicLight
DT_TEEffectDispatch
DT_TEEnergySplash
DT_TEExplosion
DT_TEFizz
DT_TEFootprintDecal
DT_TEFoundryHelpers
DT_TEGaussExplosion
DT_TEGlowSprite
DT_TEImpact
DT_TEKillPlayerAttachments
DT_TELargeFunnel
DT_TEMarineAnimEvent
DT_TEMetalSparks
DT_TEMuzzleFlash
DT_TEParticleSystem
DT_TEPhysicsProp
DT_TEPlayerAnimEvent
DT_TEPlayerDecal
DT_TEProjectedDecal
DT_TEShatterSurface
DT_TEShowLine
DT_TESmoke
DT_TESparks
DT_TESprite
DT_TESpriteSpray
DT_TEWorldDecal
DT_Team
DT_TeamplayRoundBasedRules
DT_TeamplayRoundBasedRulesProxy
DT_Tesla
DT_TestTraceline
DT_Timeline
DT_TriggerPlayerMovement
DT_VGuiScreen
DT_WaterBullet
DT_WaterLODControl
DT_World
DUCK
DXLvl
DXT1
DXT1DXT3DXT5
DXT1UseAlpha
DXT1_ONEBITALPHA
DXT3
DXT5
Damage
Damage scale applied from charged fist passive item
Damage scale for sentry gun friendly fire
DamageScale
Dampen Movement Relative to Control Point
Dance
Danish
Darkwave
Data manager 'used' memory incorrect\n
Deaccel
Death Metal
Debrief
DebriefLabel
DebriefTextPage
Debug info on tumbler offsets
Debug view texture scale
DebugOverlay
DebugTextureInfo001
Debugs the melee system. Set to 2 for position updates
Decal textures
Decal: entity = %i
December
DecodePointer
DefWindowProcA
Default
Default class when joining a game
Default dir: %f, %f, %f\n
Default extra equip for marine with this number
Default offset: %f, %f, %f\n
Default primary equip for marine with this number
Default secondary equip for marine with this number
Default team when joining a game
DefaultBlur
DefaultBold
DefaultBoldBlur
DefaultButton
DefaultButtonSet
DefaultFixedOutline
DefaultFont
DefaultLarge
DefaultLargeFont
DefaultMedium
DefaultMediumBlur
DefaultPosterData
DefaultSmall
DefaultSmallFont
DefaultUnderline
DefaultVerySmall
DefaultVerySmallFallBack
DefaultWeapon
Defaults
DefaultsOK
Deferred shadow rendering only supported on the 360.\n
Define Arithmetic Table 0x%02x: 0x%02x
Define Huffman Table 0x%02x
Define Quantization Table %d  precision %d
Define Restart Interval %u
Delay before bait is thrown
Delay before flares are thrown
Delay before grenade entity is spawned when throwing
Delay before playing mission fail music
Delay before playing mission success music
Delay before timescale changes to give a chance for the client to comply and predict.
Delay on shell casing after firing rifle
Delay on shell casing after firing shotgun
Delete
DeleteButton
DeleteCriticalSection
DeleteDC
DeleteFileA
DeleteObject
DeletePanel
DeletePanelButton
DeleteSave
Deleting %s
Deleting lock %s\n
DemoConnect
Density of Particle Rain 0-1
DenyPickup_IMaterialProxy003
DepressedButtonBorder
Depth must be 1 for cubemaps!\n
DepthWrite
DescCheckButton
DescComboBox
DescLabel
DescTextEntry
Describe datamap_t for entindex
Description
DescriptionContainer
DescriptionLabel
DescriptionTitle
Desired Offset
DesiredTimescale
DestStructType_t::BaseClass
Destroy All Particles Immediately
DestroyThreadPool
Detail prop model %s is using vertex-lit materials!\nIt must use unlit materials!\n
DetailObjectSystem
Detail_Prop_Rendering
DetailsButton
DetailsExtraHeight
DetailsRowHeight
Detected one or more errors parsing %s\n
Determines whether netgraph font is proportional or not
DetonationGlowLabel
DetonationLabel
Dev.
DevMsg
DevWarning
DeveloperCommentary
DeveloperVerbose
DeviceIcon
DeviceIconShadow
Dfx_drawmetalspark
DialogVariables
Didn't draw shadow hierarchy.. bad shadow texcoords probably going to happen..grab Brian!\n
Didn't expect more than one scan
Didn't find particle function %s\n
Differs, but not networked
Differs, but within tolerance
Differs, networked
DifficultyChooser
DifficultyDescription
DifficultyDownButton
DifficultyEntry
DifficultyIsland
DifficultyLabel
DifficultyModifier
DifficultyTitle
DifficultyUpButton
Dig : voiced alveolar flap or tap
Dig : voiced bilabial stop
DimBaseText
DirectCrosshairTexture
DirectCrosshairTexture2
DirectCrosshairTextureX
DirectX v%.1f
DirectX v%d.%d
DirectX v9.0+
Direction Matching Strength
Disable interpolation list optimizations.
Disable map ambient light entities.
Disable map color-correction entities
Disable player sprays.
Disable to get normal FPS controls (affects all players on the server)
Disable updating of projected shadow textures from UpdateLight
DisableSplitscreen
DisableSplitscreen_NoConfirm
Disables joystick character movement when UI is active.
Disabling splitscreen from main menu...\n
DisarmItem
Discarded rule %s\n
Disco
DisconnectedFromGame
DispatchEffect: effect "%s" not found on client\n
Display a marine's profile
Display data for clientside entity matching specified index.\nFormat: cl_find_ent_index <index>\n
Display fake names in commander list
Display in game lessons that teach new players.
Display more verbose information for lessons have this name.
Display number of particles drawn per frame
Display physics-based 'jiggle bone' debugging information
Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
DisplayModeCombo
Displays a list of the active screen shakes.
Displays the client's absbox for the entity under the crosshair.
Displays the client's bounding box for the entity under the crosshair.
Displays the client's render box for the entity under the crosshair.
Dist marine slides to when locked onto a melee target
Distance Between Control Points Scale
Distance across which detail props fade in
Distance at which detail props are no longer visible
Distance for marine view cone checks
Distance to Control Points Scale
DivTitleDivider
Divide
Divider
DmeAlphaCosineUpdater
DmeAlphaSineRampUpdater
DmeAlphaSineUpdater
DmeAttachmentVelocityInitializer
DmeColorDynamicLightUpdater
DmeColorUpdater
DmeConstantVelocityInitializer
DmeDecayVelocityInitializer
DmeLinearAttachedPositionInitializer
DmeMuzzleFlashSizeInitializer
DmeParticleSystemDefinition
DmePositionPointToEntityInitializer
DmePositionVelocityDecayUpdater
DmePositionVelocityUpdater
DmeRandomAlphaInitializer
DmeRandomEmitter
DmeRandomInterpolatedColorInitializer
DmeRandomLifetimeInitializer
DmeRandomRollInitializer
DmeRandomRollSpeedInitializer
DmeRandomSizeInitializer
DmeRandomValueColorInitializer
DmeRollUpdater
DmeSizeUpdater
DmeSolidKillInitializer
DmeSpriteEmitter
DmeVoxelPositionInitializer
Do an antialiasing effect on ropes
Do client side flex animation.
Do not ask to set vpk assocation
DoAttributeTracer
DoCompositionString
DoConversionModeChanged
DoCopySelected
DoCutSelected
DoHideIMECandidates
DoIncludeScript
DoLanguageChanged
DoNewAssertDialog
DoPaste
DoSentenceModeChanged
DoShowIMECandidates
DoSpark
DoUpdateIMECandidates
Don't know how to reconsitite models for physobj array \n
Don't know how to save model for physics object (class "%s")\n
Don't use CPU applying small wind gusts to ropes when they're past this distance.
DoorHealthBar
DoorHealthBarInd
DoorHealthBarReinf
DoorShieldIcon
DoorTooltip
DoorWeldIcon
Doption_duck_method
Dormant: %d\n
Dot angle above which potential targets are shown in the remote turret view
Dot for marine view cone checks
DoubleScanLine
Down
DownArrow
DownloadCampaign
DownloadFilterCheck
DownloadSelected
Downloads
DragDrop
DragDrop.DragFrame
DragDrop.DropFrame
DragDropHelper
Draw Type:
Draw a particular material over the frame
Draw alien blood
Draw all players' voice icons
Draw all renderables, even ones inside solid leaves.
Draw black background behind minimap
Draw current position at top of screen
Draw debug info for the HUD
Draw fps meter at top of screen (1 = fps, 2 = smooth fps, 3 = server MS, 4 = Show FPS and Log to file )
Draw human blood
Draw impact debris effects.
Draw impact dust effects.
Draw local player's voice icon
Draw meshes from mesh emitters
Draw metal spark effects.
Draw specified material as an overlay
Draw text fields
Draw the HUD or not
Draw the active reload bar under the marine?
Draw the interpolation graph.
Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.
Draw the ping/packet loss graph.
Draw the player entity or not
DrawCrosshairTexture
DrawOpaqueRenderables
DrawTranslucentRenderables
DrawType
DrawTypeCombo
DrawWorld
Dream
Drive
Drone gibs will inherit the velocity of the parent ragdoll scaled by this
DroneBleed
DroneGib
Drones take double damage from behind
DropContext
DropDownIndicatorSize
DropletChance
DropletChanceText
DropletTemplate
DropletTemplateCombo
DrpAllowCustomContent
DrpAllowFreeLook
DrpAntialias
DrpAspectRatio
DrpBoostMicrophone
DrpCPUDetail
DrpCaptioning
DrpChapter
DrpCharacter
DrpCharacterUnavailable
DrpCloud
DrpColorBlind
DrpColorMode
DrpCreateGame
DrpDifficulty
DrpDisplayMode
DrpDuckMode
DrpFilterCampaign
DrpFilterDifficulty
DrpFilterGameStatus
DrpFilterOnslaught
DrpFiltering
DrpFixedSkillPoints
DrpFriendlyFire
DrpGameAccess
DrpGameInstructor
DrpGameType
DrpInviteFriends
DrpLanGamesDiscovery
DrpLanguage
DrpLockMouse
DrpLookType
DrpMission
DrpModelDetail
DrpNameLabel
DrpOnslaught
DrpPagedPoolMem
DrpPlayer
DrpPlayerName
DrpQueuedMode
DrpResolution
DrpSelectMission
DrpSelectedPlayerName
DrpServerType
DrpShaderDetail
DrpSoundQuality
DrpSpeakerConfiguration
DrpSplitScreenDirection
DrpSpraypaint
DrpStartingMission
DrpVSync
DrpVersusCharacter
DrpVoiceCommunication
DrpVoiceCommunicationStyle
Drum Solo
Duet
DullWhite
Dummy
Dump all new particles, optional name substring.
Dump all response_rules.txt and rules (requires restart)
Dump debug info
Dump entity by prediction classname.
Dump info about this entity to screen.
Dump split screen workarounds.
Dump the state of the VM to the console
Dumps info about a player
Dumps the client's soundscape data.\n
Duplicate attribute name %s encountered!\n
Duration at which to Stop
DustTrail
Dutch
Dvgui/swarm/hud/ASWCrosshairDefaultCenter
DxLvl
E0d\f
E2NcUkG2
E:ASWScanner.Warning%d
E?Unknown interpolation type %d\n
EAST
ECreateDebris 1
EHandle (0x%p->%s)
EHandle (NULL)
EHandles differ (net) 0x%p (pred) 0x%p\n
ENERGYBEAM
ENIG
ENTITY1
ENTITY2
ENTRY
EQUIP
ERROR:  Can't draw studio model %s because %s is not derived from C_BaseAnimating\n
ERROR:  Sprite model's not supported any more except in legacy temp ents\n
ERROR: CParticleSnapshot::Unserialize - %s is not a particle snapshot (.psf) file!\n
ERROR: CParticleSnapshot::Unserialize - could not load file %s!\n
ERROR: CParticleSnapshot::Unserialize - error in data in file %s (no attribute mapping specified)\n
ERROR: CParticleSnapshot::Unserialize - error reading embedded CSOAContainer in file %s\n
ERROR: CParticleSnapshot::Unserialize - missing version field in file %s\n
ERROR: CSOAContainer_Serializable::Unserialize - DMX data does not represent a valid container!\n
ERROR: CSOAContainer_Serializable::Unserialize - found wrong amount of constant data!\n
ERROR: CSOAContainer_Serializable::Unserialize - found wrong amount of memory data!\n
ERROR: CSOAContainer_Serializable::Unserialize - missing version field!\n
ERROR: SweepRenderer::render_slices got into an infinite loop!\n
ERROR: Undefined ammo type!\n
ERROR: Weapon (%s) using undefined primary ammo type (%s)\n
ERROR: Weapon (%s) using undefined secondary ammo type (%s)\n
ERROR: failed to alloc Beam_t!\n
ERRORNAME
ESCAPE
ETABLE
EVENT_LEVELSHUTDOWN:  with negative elapsed time (rt %f starttime %f)\n
EXECUTABLE_PATH
EarnedXPNumber
EarnedXPTitle
Ease In
Ease In/Out
Ease Out
East
Easy
Easy Listening
Eb2]A=
Ecl_mouselook
Edit Particle System
EditApp
EditButtons
EditEmitterFrame
EditMenu
EditPanel request\n
EditPublisher
EditSticks
Edit_Emitter_CollisiOn_Decal_edit
Edit_Emitter_CollisiOn_Sound_edit
Edit_Emitter_List_Item
Edit_Emitter_List_Node_Item
Edit_emitter_label
EditablePanel
EffectDispatch
Effects: %x\n
EggAwakeSine_IMaterialProxy003
ElectroStun
ElectroStun_arc_01_system
Electronic
Ember Particle Singleton
Ember Particle Singleton [sky]
EmitSound:  '%s' emitted as '%s' (ent %i)\n
EmitSound:  Voice wave file %s doesn't specify CHAN_VOICE or CHAN_STREAM for sound %s\n
EmitSoundByHandle(%s) took %f milliseconds (client)\n
Emits a closed caption
Emits a random caption
Emitsound
EmitterSaveDialog
Empty
Empty JPEG image (DNL not supported)
Empty input file
Enable a flashlight drawing pass on detail props. 0 = off, 1 = single pass, 2 = multipass (multipass is PC ONLY)
Enable camera shakes
Enable close captioning.
Enable customized player sound playback
Enable debug overlay on traces that determine where the client-side visible env_beam is drawn. Has no bearing on the server-side damage-causing part of the beam.
Enable debug view texture
Enable entity outline glow effects.
Enable for optimization to water - considers view in leaf under water for purposes of culling
Enable parallel processing of C_BaseAnimating::SetupBones()
Enable shadowing from world lights
Enable the rendering of 3d sky boxes
Enable the rendering of sky boxes
Enable the rendering of the hud
Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
Enable water reflection
Enable water refraction
Enable/Disable player avoidance.
Enable/disable IsInAir() check for rain drops?
Enable/disable extrapolation if interpolation history runs out.
Enable/disable particle rendering
Enable/disable rain profiling.
Enable/disable rain rendering.
Enable/disable rain simulation.
Enable/disable text messages printing on the screen.
Enable/disable voice in this mod.
EnableSaveButton
EnableSplitscreen
Enabled
Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT
Enabling splitscreen from main menu...\n
EncodePointer
Encountered duplicate attribute definition for attribute "%s"!
Encountered func_breakablesurf that has a material applied to more than one surface!\n
Encountered invalid element ID data!
Encountered multiple different effects with the same name "%s"!\n
End Of Image
EndAttachment
EndRadius
EndTime
EngineTraceClient004
English
Enter
EnterCriticalSection
Entities
Entity to watch for prediction system changes.
Entity variable to watch in prediction system for changes.
Entity(%d): %s - %f\n
EntityGlowEffects
EntityOrigin
EntityOriginAlyx
EntityRandom
EntitySpeed
Entry
Entry%d
EntryDesc
EntryImage
EntryName
EnumSystemLocalesA
EnumWindows
EnvironmentModifiers
Ep1IntroVortRefract
Equals
Equipment
Error
Error finding %s\n
Error finding VTF_RSRC_SHEET for %s\n
Error in precache file "%s":\n
Error linking campaign, couldn't find mission (from mission %d): %s\n
Error reading attribute "%s"
Error reading in array attribute "%s" element %d
Error reading weapon data file for: %s\n
Error retrieving experience stat for player %s.\n
Error retrieving promotion stat for player %s.\n
Error running script named %s\n
Error spawning snow emitter\n
Error!  Soundscape recursion overrun!\n
Error! No more room for autogenerated save names, delete some save games!\n
Error, clientside firing of a weapon that's being controlled by an AI marine\n
Error, couldn't InitializeAsClientEntity for autogun smoke\n
Error, couldn't InitializeAsClientEntity\n
Error, couldn't create new C_ASW_Gun_Smoke_Emitter for autogun smoke\n
Error, couldn't create new C_BaseAnimating\n
Error, couldn't create tile for drawing\n
Error, no image panel to load overview into\n
Error, parent of CNB_Mission_Summary is not the main panel\n
Error, parent of lobby row is not the main panel\n
Error, tumbler created without tumbler hack parent
Error: Bad soundscape!\n
Error: Briefing frame was closed immediately on opening - game isn't in briefing state?\n
Error: CSquad_Inventory_Panel was closed immediately on opening\n
Error: Could not save changes.  File is most likely read only.
Error: Couldn't open %s\n
Error: activated an option that wasn't in this computer\n
Error: failed to cast client corpse into a client ragdoll!\n
Escape
Ethnic
Euro-House
Euro-Techno
Eurodance
Event %s was missing tag %s for wav %s\n
EventSystem001
Everything
Exceeded limit of number of vpk files supported (%d)!\n
ExclaimEmoteTexture
Exclude list emptied.\n
Execute a script (internal)
Executes the highlighted button on the radial menu (if cl_fastradial is 1)
Executing addoninstaller to register with vpk files\n
ExistsLabel
Exit
Exit Vehicle
ExitButton
ExitProcess
ExitToMainMenu
Expand
ExpandButton
ExpandButton.Color
ExpandUp
Expanded
Expected %s found %s ( raw '%s' )! (prev: %s)\n
Expecting %s, got %s
Expecting '%s'
Expecting ',', didn't find it!
Expecting 'DESCRIPTION', got '%s'
Expecting 'VERSION', got '%s'
Expecting '[', didn't find it!
Expecting ']', didn't find it!
Expecting 'file', got %s\n
Expecting '{' in enumeration '%s', got '%s'\n
Expecting '{' in rule '%s', got '%s'\n
Expecting '{', didn't find it!
Expecting '{', got '%s'
Expecting '}', didn't find it!
Expecting array attribute value, didn't find it!
Expecting attribute name, didn't find it!
Expecting attribute type for attribute %s, didn't find it!
Expecting element reference, didn't find it!
Expecting element type name, didn't find it!
Expecting element type, didn't find it!
Expecting more tokens in enumeration '%s'\n
Expecting more tokens in rule '%s'\n
Expecting quoted attribute value for attribute "%s", didn't find one!
Expecting quoted value for element ID, didn't find one!
Expecting version #
ExperienceBar
ExperienceBar%d
ExperienceBarSmall
ExperienceCounter
ExperienceReport
ExperienceStatLine%d
Experimental tile based level generator.
Explosion
Explosion/Sparks
Exponent
Exponent of local colour
Exponential
Exponential Decay
ExtinguisherCloud
Extra
Extra interpolation for aliens.
ExtraItem
ExtraItem_battery_t
ExtraItem_battery_w
ExtraItem_battery_x
ExtraItem_battery_y
ExtraItem_hotkey_x
ExtraItem_hotkey_y
ExtraItem_quantity_x
ExtraItem_quantity_y
ExtraItem_t
ExtraItem_w
ExtraItem_x
ExtraItem_y
ExtraOther
ExtraParticleFilesTable
F0$?3=1
F=J4
F?cf
FA%d
FAILED to compile and execute script file named %s\n
FALL
FCVAR_NEVER_AS_STRING
FC_BaseEntity::GetToolRecordingState
FDT_ServerAnimationData
FFIcon
FIELD_BOOLEAN
FIELD_CHARACTER
FIELD_CLASSPTR
FIELD_COLOR32
FIELD_CUSTOM
FIELD_EDICT
FIELD_EHANDLE
FIELD_EMBEDDED
FIELD_EMBEDDED in flat list!!!
FIELD_EMBEDDED in flattened field list!
FIELD_FLOAT
FIELD_FUNCTION
FIELD_INPUT
FIELD_INTEGER
FIELD_INTERVALFIELD_MODELINDEX
FIELD_MATRIX3X4_WORLDSPACE
FIELD_MODELNAME
FIELD_POSITION_VECTOR
FIELD_QUATERNION
FIELD_SHORT
FIELD_SOUNDNAME
FIELD_STRING
FIELD_TICK
FIELD_TIME
FIELD_VECTOR
FIELD_VMATRIX
FIELD_VMATRIX_WORLDSPACE
FIELD_VOID
FIRE token in response needs exactly three parameters.
FIXED_POSITION
FIXED_POSITION_X
FIXED_POSITION_Y
FLAGS
FLOAT1
FLOAT2
FORCE_CAPTION
FORWARD
FOVSlider
FRTR
FTook snapshot %s x=%f y=%f w=%f h=%f ow=%d oh=%d\n
FX_ASW_MuzzleEffectAttached
FX_ASW_ParticleMuzzleFlashAttached
FX_ASW_RedMuzzleEffectAttached
FX_Blood
FX_Bubble
FX_CacheMaterialHandles
FX_DroneGib
FX_Dust
FX_EggGibs
FX_ElectricSpark
FX_ElectricSpark 1
FX_ElectricSpark 2
FX_ElectricSpark 3
FX_EnergySplash
FX_GunshipImpact
FX_GunshipMuzzleEffect
FX_GunshotSlimeSplash
FX_GunshotSplash
FX_HarvesterGib
FX_MetalSpark
FX_MetalSpark 1
FX_MicroExplosion
FX_MicroExplosion 1
FX_MicroExplosion 2
FX_MuzzleEffect
FX_MuzzleEffectAttached
FX_PlayerTracer
FX_Quad::Draw
FX_RicochetSound.Ricochet
FX_Smoke
FX_Sparks
FX_Sparks 1
FX_Tracer
FX_TracerSound
FX_WaterRipple
Facing has to be within this many degrees of aim for the marine to auto fire
FacingArcTexture
Fade
Fade time for heal gun's heal sound
Fade time for mining laser run sound
FadeIn
FadeInImage
FadeInPanel
FadeOutPercentage
FailAdvice
Failed To Submit table %s
Failed to create a fire emitter\n
Failed to create temporary file %s
Failed to create user session for %s\n
Failed to execute addoninstaller(%d): %s\n
Failed to find attachment point specified for particle effect anim event. Trying to spawn effect '%s' on attachment named '%s'\n
Failed to find attachment point specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' on attachment named '%s'\n
Failed to find function %s\n
Failed to find specified particle effect. Trying to add CP to '%s' on attachment named '%s'\n
Failed to get cache for user %s\n
Failed to get collision model (%d, %d), %s (%s)\n
Failed to get lock %s after waiting in %s\n
Failed to get marine profile list\n
Failed to include script "%s"
Failed to load default poster information!\n
Failed to load holdout resource file: '%s'  Attempting to load default.\n
Failed to load lobby details summary information!\n
Failed to load particle emitter: %s\n
Failed to lock steamID %s in YieldingStartGameserver\n
Failed to lock steamID %s in YieldingStartPlaying\n
Failed to reestablish collision model for object\n
Failed to restore physics object\n
FailedHeaderFooter
Faith
Fake Content #%02d
FakeContent
FakeItem#%03d
Fast Fusion
Fast Path Model Rendering
FastMarker
FastReload.Miss
FastReload.Success
FastReloadBarBG
FastReload_t
FastReload_w
FastReload_x
FastReload_y
FastSwitchCheck
February
Female
FgColor
Field type name may have changed or inheritance graph changed, save file is suspect\n
Fieldname is not unique: %s\nRename it and try again.
File has not been opened!\n
FileList
FileLoggingListener001
FileNameCombo
FileNameComboBox
FileNameLabel
FileOpenDialog
FileSelected
FileSelectionCancelled
FileSelectionCombo
FileTimeToLocalFileTime
FileTimeToSystemTime
FileTypeCombo
FileTypeLabel
Filename
FilesIcon
FilesIconShadow
Filter type for Onslaught mode on the public lobby display
Filter type for campaigns on the public lobby display
Filter type for difficulty on the public lobby display
Filter type for game status on the public lobby display
FilteringMode
Find and list all client entities with classnames that contain the specified substring.\nFormat: cl_find_ent <substring>\n
FindClose
FindDefaultButton
FindFirstFileA
FindGameForThisChapter
FindNextFileA
Finnish
Fire Particle Singleton
Fire Particle Singleton [sky]
Fire Smoke Particle Singleton
Fire Smoke Particle Singleton [sky]
FireTrail_Smoke
Firing
Firing rate of remote controlled turrets
First Aid\n
First Control Point Location
First Control Point Number
First Control Point Parent
First control point to set
FirstName
Flags
Flamer
Flare
FlashWindow
Flashlight Shadows
FlashlightState
Flicker
FlinchChance
Flip Percentage
FlmCampaignFlyout
FlmChapter%d
FlmChapterXXautogenerated
FlmChapterXXautogenerated_
FlmChapterXXautogenerated_%d/%s
FlmDuckMode
FlmExtrasFlyoutCheck
FlmExtrasFlyout_
FlmExtrasFlyout_Simple
FlmLookType
FlmMission%s
FlmOptionsFlyout
FlmOptionsGuestFlyout
FlmPagedPoolMem
FlmPlayerFlyout
FlmPlayerFlyoutLeader
FlmPlayerFlyout_NotFriend
FlmScavengeFlyout
FlmSurvivalFlyout
FlmVersusFlyout
FlmVoteFlyout
FlmVoteFlyoutVersus
FloatingNumber
FloatingNumberLabel
FlsAlloc
FlsFree
FlsGetValue
FlsSetValue
FlushFileBuffers
Flushes async'd captions.
Flushes the client side soundscapes
Flynn
Focus[%d] %s (%s) [%d]\n
Fog end distance for turret view
Fog start distance for turret view
FolderUpButton
Folk
Folk-Rock
Folklore
FontLabel
FontTest
FontTestPanel
FooterPanel
For debugging alien deaths
For materials that use the NightVision proxy, multiply the result (normally in the [0,1] range) by this value.
Force all clients to disable their game instructors.
Force at Max distance
Force at Min distance
Force based on distance from plane
Force of railgun shots
Force of weapon shots
Force user input to this split screen player.
ForceButton
ForceCombo
ForceFloatPath
ForceReady
ForceReadyPanel
ForceScale
Forces a soundscape to play
Forces color correction entities to be updated on the client
Forces hordes to spawn
Forces wanderers to spawn
ForegroundImage
Fork : voiceless labiodental fricative
Format: cl_find_ent <substring>\n
Format: cl_find_ent_index <index>\n
FormatMessageA
Found %d matches.\n
Found %i matching rules, selecting slot %i\n
Found multiple active color_correction entities with exclusive setting enabled. This is invalid.\n
Found no entity at %d.\n
FoundGameListItemPublic
FoundGames
FoundPublicGames
FoundPublicGames::ShouldShowPublicGame\n
Fourth Control Point Location
Fourth Control Point Number
Fourth Control Point Parent
FovLabel
FovSlider
Frac
Fraction of players needed to activate a kick vote
Fraction of players needed to activate a leader vote
Fraction of players needed to activate a map vote
Fractional sampling not implemented yet
Fractional turning value if using asw_marine_fraction_turn_scale
Fractional turning value while firing, if using asw_marine_fraction_turn_scale
Frame
Frame Rate, Number of Frames, Percent of Frames\n
Frame.AutoSnapRange
Frame.BgColor
Frame.BottomBorderImage
Frame.ClientInsetX
Frame.ClientInsetY
Frame.FocusTransitionEffectTime
Frame.OutOfFocusBgColor
Frame.SmearColor
Frame.TitleTextInsetX
Frame.TitleTextInsetY
Frame.TopBorderImage
Frame.TransitionEffectTime
FrameBorder
FrameCloseImage
FrameGrip.Color1
FrameGrip.Color2
FrameSystemButton
FrameSystemButton.BgColor
FrameSystemButton.DisabledIcon
FrameSystemButton.FgColor
FrameSystemButton.Icon
FrameTitle
FrameTitleBar.BgColor
FrameTitleBar.DisabledBgColor
FrameTitleBar.DisabledTextColor
FrameTitleBar.Font
FrameTitleBar.SmallFont
FrameTitleBar.TextColor
FrameTitleBlur
FrameTitleButton.BgColor
FrameTitleButton.DisabledBgColor
FrameTitleButton.DisabledFgColor
FrameTitleButton.FgColor
FrameTitleLabel
Frames Per Second
FreeEnvironmentStringsA
FreeEnvironmentStringsW
FreeLibrary
Freed EMS handle %u
Freed XMS handle %u
Freestyle
FreezeCam_Only
FreezeFrame_FullScreen
French
Freq.
Friday
Friendly fire absorption style (0=none 1=ramp up 2=ramp down)
FriendsInGame
FriendsMatch_
Front
FullPathEdit
FullscreenASWViewport
Funk
Fusion
G  %20s = '%s'\n
G#L4D360UI_DownloadCampaign_Text_FromLobby
G#L4D360UI_WaitScreen_WorkingMsg
G#asw_access_terminal
G#asw_requires_tech
G#asw_wounded
G,Ao
G.\swarm\c_asw_marine_speech.cpp
G0Co
G15_INTERFACE_VERSION001
G333@
G???CRR_Response bogus index
G@0o
G@vote_no
GAIsProcessorFeaturePresent
GAME
GAME INSTRUCTOR: 
GAMEEVENTSMANAGER002
GAMEPAD_BINDING
GAMETITLE
GASW_VOICE_VEGAS
GAT\tK
GAchievementListItem
GActivate
GAddonListItem
GApplication transferred too many scanlines
GBaseModHybridButton
GBaseModMenuBackground
GBtnBrowseSpraypaint
GBtnFilters
GCASWHud3DMarineNames
GCASWHudCustomPaintPanel
GCASWHudEmotes
GCASWHudHealth
GCASWHudMinimap_Border
GCASWHudOverlayMessages
GCASWInput::TurnTowardMouse
GCASW_Player: failed to upload stats to Steam, EResult %d\n
GCASW_VGUI_Countdown_Panel
GCASW_VGUI_Door_Tooltip
GCASW_VGUI_Stylin_Cam
GCBaseModFooterPanel
GCBaseModFrame
GCBaseModPanel
GCCvarNegateCheckButton
GCCvarSlider
GCCvarToggleCheckButton
GCGameConsoleDialog
GCGameLobbyChatHistory
GCLabeledCommandComboBox
GCNB_Lobby_Row
GCNB_Lobby_Tooltip
GCNB_Main_Panel
GCNB_Select_Marine_Entry
GCNB_Select_Marine_Panel
GCNB_Select_Weapon_Entry
GCNB_Skill_Panel
GCNB_Spend_Skill_Points
GCOptionsDialog
GCOptionsSubAudio
GCOptionsSubDifficulty
GCOptionsSubKeyboard
GCOptionsSubMouse
GCOptionsSubMultiplayer
GCOptionsSubPortal
GCOptionsSubVideo
GCOptionsSubVoice
GCParticleCollection::GenerateSortedIndexList
GCPlayerItem
GCPotteryWheelPanel
GCShadowLabel
GCSoundEmitterSystem:  Unknown sound level %s\n
GCSquad_Inventory_Panel
GCTransitionScreen
GCancel
GCheckButton
GCustomCampaignListItem
GDI32.dll
GDT_ASWGameRules
GDT_ASW_Hack
GDT_ASW_Hack_Wire_Tile
GDT_ASW_Missile_Round
GDT_ASW_Weapon_Blink
GDT_ASW_Weapon_Jump_Jet
GDT_ASW_Weapon_Medical_Satchel
GDT_ASW_Weapon_Medkit
GDT_ASW_Weapon_Shotgun
GDT_BaseTempEntity
GDT_MR_Timelines
GDropDownMenu
GDrpGore
GENERIC
GERROR: Ammo (%s) found no CVar named (%s)\n
GError: Sort failed\n
GExit Game
GExperienceStatLine
GFlyoutMenu
GFoundGameListItem
GFoundGroupGames
GGameModes
GGameMovement001
GHL2-TrackIR
GInvalid sequence number!!!\n
GLOW_ALPHA
GLOW_RGB
GLeaderboardListItem
GMaterialSystemHardwareConfig013
GMelee
GModData
GName
GObjective %d = empty\n
GOverride CP (X/Y/Z *= Radius/Thickness/Speed)
GPU Level - Default: High
GPUDeviceID
GPUDriverVersion
GPUDrv
GPUVendor
GPanel_PassNavigationToParent
GPasswordEntry Missing Title
GPlayerListLine
GQuickJoinGroupsPanel
GQuickJoinPanel
GREEN
GRENADE1
GRENADE2
GROUP
GResource/LoadingDialogNoBanner.res
GScanLinePanel
GSliderControl
GSpinnerControl
GTile index out of bounds! %d\n
GVJukebox
GV_AppendSlash: ran out of space on %s.
GValue %s exeeds size of datatype. \n
GVisibility Radius FOV Scale base
GWeapons
GYM=
G[%8.3f] stall on %s:%s:%d:%d\n
G\Eo
G\tASWGameRules()->IsOfflineGame()
G__utilVertexColorIgnoreZ
G_rt_Fullscreen
Ga=ASWReload already reloading\n
Ga?Player
GalacticMapLabel
GalaxyEdges
GalaxyLines
GalaxyX
GalaxyY
Galtammo
Game
Game Instructor Counts
Game instructor hit MAX_UNCLUTTER_ITERATIONS!\n
Game paused time showing up negative (rt %f pausestart %f)\n
Game skill level (1-5).
Game.MissionLost
Game.MissionWon
Game/difficulty
Game/mode
Game::Avatar
Game::Chat
GameAccess_
GameAccess_%s
GameAccess_friends
GameClientExports001
GameConsole
GameConsole004
GameInstructor
GameInstructorDisabled
GameInstructorEnabled
GameLobby
GameModeButton
GameModeLabel
GameNetwork_
GameNetwork_lan
GameOptions
GameRulesCreation
GameSettings
GameStatsUpload_
GameStyleButton0
GameStyleButton1
GameStyleButton2
GameStyleButton3
GameTitle
GameUI
GameUI011
GameUIButtons
GameUIButtonsMini
GameUIButtonsTiny
GameUIHidden
GameinstructorIcons
Gamma
Gamma label
GammaButton
GammaEntry
Gangsta
Ganim_3wayblend
Gasw_debug_hud
Gasw_portraits_border
Gasw_skill_leadership_accuracy_chance_base
Gasw_weapon_heal_gun
GaussianNoise
Gcallvote kick %d
Gcancel
Gcfg\video.txt
Gchar
Gcl_autoreload %d\n
Gcontrol point with snapshot data
Gdeny
Geiger
Gend cap effect
General.BurningFlesh
General.BurningObject
GenerateRepresentativePalette: not implemented
GenerationOptions
Generic
GenericConfirmation
GenericPanelList
GenericPanelList.BgColor
GenericPanelListBorder
GenericWaitScreen
Genre
German
Get the current server time
Get the forward vector of the entity
Get the left vector of the entity
Get the name of the map.
Get the up vector of the entity
GetACP
GetAbsOrigin
GetActiveWindow
GetCPInfo
GetCPUInformation
GetCommand
GetCommandLineA
GetConsoleCP
GetConsoleMode
GetConsoleOutputCP
GetCurrentDirectoryA
GetCurrentProcess
GetCurrentProcessId
GetCurrentThreadId
GetDIBits
GetDriveTypeA
GetEnvironmentStrings
GetEnvironmentStringsW
GetExitCodeThread
GetFileAttributesA
GetFileType
GetForwardVector
GetFullPathNameA
GetHSteamPipe
GetLastActivePopup
GetLastError
GetLeftVector
GetLegacyData
GetLocaleInfoA
GetLocaleInfoW
GetMapName
GetMessage
GetModuleFileNameA
GetModuleHandleA
GetOEMCP
GetObjectA
GetOrigin
GetParentWindowForSystemMessageBox: using NULL since a higher priority window is open %s\n
GetParentWindowForSystemMessageBox: using navback of %s\n
GetProcAddress
GetProcessHeap
GetProcessWindowStation
GetReady
GetReadyLabel
GetRenderMode()=%d
GetSceneFilename() failed for scene index %d\n
GetStartupInfoA
GetState
GetStdHandle
GetStringTypeA
GetStringTypeW
GetSystemInfo
GetSystemTime
GetSystemTimeAsFileTime
GetTeamNumber
GetText
GetThreadedLoadLibraryFunc
GetTickCount
GetTimeZoneInformation
GetTracerOrigin: Couldn't find attachment %d on model %s\n
GetUpVector
GetUserDefaultLCID
GetUserObjectInformationA
GetVersionExA
GetViewRenderInstance() must be implemented by game.
Gets this entity's team
Gflags
Gglobal center point
GiveAmmoFont
GiveAmmoTexture
GiveHealthTexture
Gives a list of all currently open lessons.
Gives debug info on air moving
Gives debug info on moving up/down steps
Gl&o
GlassImpact
GlassImpactCallback
Glow Alpha
Glow Material:
Glow RGB
GlowDeviation
GlowDeviationText
GlowMaterial
GlowMaterialCombo
GlowScale
GlowScaleText
Gm_fNextMoveTime
Gm_fStopMarineTime
Gmax constraint passes
Gmax force
Gmelee_contact
GoEmoteTexture
GoIdle
Gospel
Got a NaN origin on %s\n
Got a NaN velocity on %s\n
Gothic
Gothic Rock
GplAchievements
GplAddons
GplCustomCampaigns
GplGames
GplQuickJoinList
GplSurvivors
Gr_occlusion
GradientBar
GraphPanel
GraphPanel.BgColor
GraphPanel.FgColor
Gravity
Gravity for particles for the skill spending effect
Gravity:
GravityText
Green
Green Color Slider
Green component of flashlight colour
Green component of local colour
GreenBlood
GrenadeEMP.Bounce
Group ID to affect
GroupConVarToggle
GroupServer_
GrowTime
GrubGib
Grunge
Gthread_mode
GtipAccel NaN\n
GuestSignedIn
GunshipImpact
Gvgui/achievements/%s
Gvgui::PropertyDialog
Gvgui::PropertyPage
Gx8o
HDHunterDamage
HDRColorScale
HFont
HH:mm:ss
HITBOX_INDEX
HITBOX_RELATIVE_XYZ
HKEY_CURRENT_USER\Software\Valve\Source\Relaunch URL
HKEY_CURRENT_USER\Software\Valve\Steam\Offline
HKEY_LOCAL_MACHINE\Software\Microsoft\DirectX\Version
HMXB
HOME
HTML
HTML.BgColor
HTMLMessage
HTML_OFFLINE_DIR
HUDIconOffsetX
HUDIconOffsetY
HUDNumberOffsetX
HUDNumberOffsetY
HUDPlayerActivate
HackActiveCrosshairTexture
HackCrosshairTexture
HackTexture
HackWireTile
Had Error
Half-Lambert Normals
Hard
Hard Rock
HarvesiteGib
HarvesterGib
HasNickname
Header
Header dump: %s\n
HeaderFooter
HeaderLabel
HeaderLabelGlow
Headline
HeadlineDate
Health
HealthBar
HealthBarTexture
HeapAlloc
HeapFree
Heavy
Height
Height and width must be equal for cubemaps!\n
Height of netgraph panel
HeliBlade
HelicopterMegaBomb
Help : breathy-voiced glottal fricative
Help : voiceless glottal fricative
HeroPortrait
HexName
HideAsLoadingPanel
HideCommentary
HideNewControlMenu
Hidehud is %d\n
Hides a viewport panel <name>
High
High Quality Models
HintMessageLower
HintMessageRaise
HintText
Hip-Hop
Hitbox
Hitbox Index
Hlifetime_random_exponent
Hold
HoldAtEnd
HoldoutHudWavePanel
HoldoutWaveAnnouncePanel
HoldoutWaveEndPanel
HoldoutWaves
HoldoutWaves_Default
Holdout_Hud_Wave_Panel
Holdout_Resupply_Frame
Holdout_Wave_Announce_Panel
Holdout_Wave_End_Panel
Home
HorizList
HorizProgressBarTexture
HorizProgressBarTextureBG
HorizScrollBar
Host
Host type: %d chooser: %d
HostNameEntry
HostNameLabel
Hotkey
Hotspot
House
How aggressive the switch to fallbacks will be depending on how far over the cl_particle_sim_fallback_threshold_ms the sim time is.  Higher numbers are more aggressive.
How fast the drones alter their move_yaw param
How hard physics objects are pushed away from the players on the server.
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
How long after attacking something before the chainsaw pitch returns to normal
How long drone gibs bleed for
How long looping soundpatch captions should display for.
How long the pellet trails last
How long the railgun beam trails last
How many degrees per second that we can turn our feet or upper body.
How many particles are spawned for each edge of the skill button
How many pixels inset inside the skill button to spawn particles
How many pixels the background borders the left and right.
How many pixels the background borders the top and bottom.
How many pixels the background is shifted down.
How many pixels the background is shifted right.
How many pixels to offset the locator from the target position.
How many seconds an eye blink will last.
How many seconds before marine faces front when standing still.
How much of the border is applied to the actual size of the portrait.
How much sideways velocity rain gets.
How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)
How much to enlarge ropes in screen space for antialiasing effect
How much to scale user stick input when the gun is pointing at a valid target.
How much to slow down backwards motion
How often a sentence can repeat.
How often to play the damage sound when the laser beam is on
How quickly the camera blends between marines when switching
How quickly the chainsaw pitch changes when attack hits somethings
How quickly the pitch returns to normal when attacking chainsaw doesn't hit anything
Ht=c
Hud element '%s' doesn't have an entry '%s' in scripts/HudLayout.res\n
Hud element '%s'/'%s' doesn't have a parent\n
HudChat
HudChat.Message
HudChatFilterPanel
HudChatHistory
HudCloseCaption
HudCommentary
HudDamageIndicator
HudHistoryResource
HudMenu
HudMessage
HudMsg
HudNumbers
HudNumbersGlow
HudNumbersSmall
HudPredictionDump
HudQuickInfo
HudScheme
HudText
Huffman code size table overflow
Huffman table 0x%02x was not defined
Humour
HybridButton
HybridButton.BlotchColor
HybridButton.BorderColor
H|As
I>exp_smoke
I@sprites/heatwave
IA88
ICON_OFFSET
ICON_RELATIVE_OFFSET
ICON_TARGET
IDCT output block size %d not supported
IEffects001
IEngineSoundClient003
IGameSystem::PostInitAllSystems - Start
IGetSpriteAxes: Bad sprite type %d\n
IK the marine's left hand to his weapon
IMATCHEXT_SWARM_INTERFACE_001
IMECandidatesMenu
INFO_OPTIONS
INIT
INTEGER1
INTEGER2
INTERACTIVE
INVALID
ISteamUserStats::GetAchievement failed for %s\n
ISteamUserStats::GetStat failed to get component value from Steam for achievement %s\n
ISteamUserStats::GetStat failed to get progress value from Steam for achievement %s\n
ISteamUserStats::GetStat failed to set progress value in Steam for achievement %s\n
ITEM_FLAG_DOHITLOCATIONDMG
ITEM_FLAG_EXHAUSTIBLE
ITEM_FLAG_LIMITINWORLD
ITEM_FLAG_NOAMMOPICKUPS
ITEM_FLAG_NOAUTORELOAD
ITEM_FLAG_NOAUTOSWITCHEMPTY
ITEM_FLAG_NOITEMPICKUP
ITEM_FLAG_SELECTONEMPTY
Ican't solve quadratic for light %f %f\n
Icon
Icon Target handle went invalid before the lesson started!
Icon Target is using effect NODRAW and allow_nodraw_target is false!
IconForwardArrow
IconInstallSupport
If 0, the 360controller.cfg file will be executed on startup & option changes.
If 1, releasing the button on a radial menu executes the highlighted button
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
If enabled, XP screen will show dummy player slots
If enabled, a drop shadow is drawn behind caption text.  PC only.
If enabled, a glow is drawn behind caption text
If enabled, marine will fire when you push the right analogue stick
If enabled, your current marine will be invisible
If enabled, your facing direction will be locked while firing instead of aiming to movement
If set to 1, ignores the mission setting that states two players are needed to start the mission.
If set to 1, running the english language set of assets.
If set to non-zero then no steam works game stats will be used.
If set to non-zero, will show when submitting tables.
If set to one, aliens will always have shadows (WARNING: Big fps cost when lots of aliens are active)
If set to the name of the rule, that rule's score will be shown whenever a concept is passed into the response rules system.
If set to zero the stats will only be uploaded at the end of the session. If set to non-zero, stats will immediately be uploaded.
If set, aliens can break into ragdoll gibs
If set, client will reconnect to server after outro
If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
If set, hearing audio position is locked in place.  Use asw_set_hear_pos to set the fixed position to the current audio location.
If set, hearing audio position is this many units above the marine.  If number is negative, then hear position is number of units below the camera.
If set, marine portraits are laid out in a cross shape in joypad mode
If set, marine will do rolls when jump is pressed
If set, offline practice option on the main menu will show all maps.
If set, rr_debugresponses will print only responses testing for the specified concept
If set, server only simulates entities on even numbered ticks.\n
If set, slow motion will display a small spinning camera view
If set, the game UI pages will take modal input focus.
If true, hurl drone ragdolls at camera in a ridiculous fashion.
IgnoreButtonA
IgnoreScheme
Ignored OnSysStorageDevicesChanged while the storage selection was in progress...\n
Image
Image dimensions must be multiple of 4!\n
Image too wide for this implementation
ImageButton
ImageButtonBackdrop
ImageButtonLabel
ImageCloud
ImagePanel
Imba
ImgAchievementIcon
ImgAddonIcon
ImgAvatarBG
ImgAward
ImgFrame
ImgLevelImage
ImgPing
ImgPingSmall
ImgPlayerPortrait
ImgSelectedAvatar
Impact
Impact.Concrete
ImpactGunship
ImportCustomLogo
ImportSprayImage
Improper call to JPEG library in state %d
In the Build Mode Dialog Window:\nDelete button - deletes the currently selected panel if it is deletable.\nApply button - applies changes to the Context Panel.\nSave button - saves all settings to file. \nRevert to saved- reloads the last saved file.\nAuto Update - any changes apply instantly.\nTyping Enter in any text field applies changes.\nNew Control menu - creates a new panel in the upper left corner.\n\nIn the Context Panel:\nAfter selecting and moving a panel Ctrl-z will undo the move.\nShift clicking panels allows multiple panels to be selected into a group.\nCtrl-c copies the settings of the last selected panel.\nCtrl-v creates a new panel with the copied settings at the location of the mouse pointer.\nArrow keys slowly move panels, holding shift + arrow will slowly resize it.\nHolding right mouse button down opens a dropdown panel creation menu.\n  Panel will be created where the menu was opened.\nDelete key deletes the currently selected panel if it is deletable.\n  Does nothing to multiple selections.
In:%f Out:%f Frametime:%f\n
InGameBriefingContainer
InGameChapterSelect
InGameDialogConfig.vdf
InGameDifficultySelect
InGameKickPlayerList
InGameMainMenu
InGameMissionPanelFrame
InboxIcon
IncludeScript stack overflow\n
Inconsistent progression sequence for component %d coefficient %d
IncreaseBarPanel
Index of the bone to follow.  -2 == disabled.  -1 == root bone.  0+ is bone index.
Industrial
Infested clientside entities
Infinite angles from vphysics! (entity %s)\n
Info message sounds continue after you close the window
InfoMessageLabel
InfoMessageLog
InfoMessageWindow
InfoPanel
Inherit Velocity
Inherit from Parent
Inherited Velocity Scale
Init From CP Snapshot
Init From Killed Parent Particle
InitGameSystems
InitGameSystems - End
InitGameSystems - Start
InitPredictable
InitSingleton: pEmitter is NULL
Initial Color Bias
Initial Repulsion Velocity
Initial Scalar Noise
Initial Velocity Noise
Initial speed of skill spend particles
Initial width of the pellet trails
Initial width of the railgun beam trail
InitialFocus
InitialParticleSupply
InitialParticleSupplyText
InitializeCriticalSection
InitializeCriticalSectionAndSpinCount
Initializing prereqs for scripted lesson 
Initializing scripted lesson 
Initializing...\n
InlineEditPanel
Input file read error
InputCanceled
InputCompleted
InputDialog
InputStackSystemVersion001
InputSystemVersion001
Insane
InstallChangeCallback called with NULL callback, ignoring!!!\n
InstallChangeCallback ignoring duplicate change callback!!!\n
InstallSupport
InstallingAddonSupportPanel
Instructor.LessonStart
InstructorButtons
InstructorButtons_ss
InstructorKeyBindings
InstructorTitle
InstructorTitleGlow
InstructorTitleGlow_ss
InstructorTitle_ss
Instrumental
Instrumental Pop
Instrumental Rock
Insufficient memory (case %d)
InterlacePanel
InterlockedDecrement
InterlockedIncrement
Internal
Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
Interpolation
IntervalTimer
IntroMap
Invalid
Invalid JPEG file structure: SOS before SOF
Invalid JPEG file structure: missing SOS marker
Invalid JPEG file structure: two SOF markers
Invalid JPEG file structure: two SOI markers
Invalid SOS parameters for sequential JPEG
Invalid attach type specified for particle effect anim event. Trying to spawn effect '%s' with attach type of '%s'\n
Invalid attach type specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' with attach type of '%s'\n
Invalid color quantization mode change
Invalid component ID %d in SOS
Invalid convar name "%s".\n
Invalid directory size %d for %s\n
Invalid entity ID used in game event (%s) for param (%s).
Invalid event field name "%s".\n
Invalid event field name and not a float "%s".\n
Invalid event field name and not an boolean "%s".\n
Invalid event field name and not an integer "%s".\n
Invalid file id for %s\n
Invalid file version for %s\n
Invalid format for element ID encountered for attribute "%s"
Invalid function pointer in entity!\n
Invalid index passed to CStudioHdr(%s)::GroupStudioHdr(): %d [%d]\n
Invalid lesson action type used with "%s" variable type.\n
Invalid lesson specified: "%s".
Invalid memory pool code %d
Invalid node
Invalid or corrupt background texture %s\n
Invalid progressive parameters Ss=%d Se=%d Ah=%d Al=%d
Invalid progressive parameters at scan script entry %d
Invalid scan script at entry %d
Invalid scripted lesson action: %s\n
Invalid scripted lesson variable/param type: %s\n
Invalid scripted lesson variable: %s\n
Invalid starting amplitude value in envelope!  (Cannot be -1)\n
Invalid starting duration value in envelope! (Cannot be -1)\n
Invalidate
Invert Abs Value
InviteUI_
Is enabled, clicking on the minimap will draw on it.  If disabled, clicking there will fire your weapon as normal
IsCaptioned
IsDebuggerPresent
IsNPC
IsPc
IsProcessorFeaturePresent
IsSequenceFinished
IsSplitScreen
IsValidCodePage
IsValidLocale
Italian
Item
ItemColor
ItemContextMenu
ItemDeselected
ItemDoubleLeftClick
ItemFadeInTime
ItemFadeOutTime
ItemFont
ItemFontPulsing
ItemHiddenTime
ItemLeftClick
ItemModelPanel
ItemPickup
ItemSelected
JFIF APP0 marker: version %d.%02d, density %dx%d  %d
JFIF extension marker: JPEG-compressed thumbnail image, length %u
JFIF extension marker: RGB thumbnail image, length %u
JFIF extension marker: palette thumbnail image, length %u
JFIF extension marker: type 0x%02x, length %u
JOY1
JOY2
JOY3
JOY4
JPEG datastream contains no image
JPEG parameter struct mismatch: library thinks size is %u, caller expects %u
JPEGMEM
JUKEBOX: Playing Track: %s%s.mp3\n
JUMP
J[%s]%f: Setting pitch to %f (marine z:%f hitlocZ:%f\n
Jaeger
JanFebMarAprMayJunJulAugSepOctNovDec
January
Japanese
Jazz
Jazz+Funk
Job %s trying to release lock %s it's not holding\n
Job %s trying to release lock %s though the lock is held by\n
Job (%s) trying to take a second lock %s (with yielding)\n
Job (%s) trying to wait on a second lock %s when they are already waiting on %s.\n
Job of type %s held lock for %.2f seconds while job of type %s was waiting\n
Job of type %s held lock for %.2f seconds\n
Job passed lock it wasn't waiting for. Job: %s, Lock: %s, Paused for %s, Waiting on %s\n
Jobs/Coroutines
Join
JoinAny
JoinGame
JoinSelected
Joy : voiced postalveolar afficate
Joystick
JoystickPitchSensitivityPreLabel
JoystickPitchSlider
JoystickSouthpaw
JoystickYawSensitivityPreLabel
JoystickYawSlider
Jukebox
July
JumpJet
Jump_Glide
June
Jungle
Just for 10 Euros a week!
K@WireTileContainer/HackWireTile
K@d5o
KERNEL32
KERNEL32.DLL
KERNEL32.dll
KEY_0
KEY_1
KEY_2
KEY_3
KEY_4
KEY_5
KEY_6
KEY_7
KEY_8
KEY_9
KEY_A
KEY_APOSTROPHE
KEY_APP
KEY_B
KEY_BACKQUOTE
KEY_BACKSLASH
KEY_BACKSPACE
KEY_BREAK
KEY_C
KEY_CAPSLOCK
KEY_CAPSLOCKTOGGLE
KEY_COMMA
KEY_D
KEY_DELETE
KEY_DOWN
KEY_E
KEY_END
KEY_ENTER
KEY_EQUAL
KEY_ESCAPE
KEY_F
KEY_F1
KEY_F10
KEY_F11
KEY_F12
KEY_F2
KEY_F3
KEY_F4
KEY_F5
KEY_F6
KEY_F7
KEY_F8
KEY_F9
KEY_G
KEY_H
KEY_HOME
KEY_I
KEY_INSERT
KEY_J
KEY_K
KEY_L
KEY_LALT
KEY_LBRACKET
KEY_LCONTROL
KEY_LEFT
KEY_LSHIFT
KEY_LWIN
KEY_M
KEY_MINUS
KEY_N
KEY_NONE
KEY_NUMLOCK
KEY_NUMLOCKTOGGLE
KEY_O
KEY_P
KEY_PAD_0
KEY_PAD_1
KEY_PAD_2
KEY_PAD_3
KEY_PAD_4
KEY_PAD_5
KEY_PAD_6
KEY_PAD_7
KEY_PAD_8
KEY_PAD_9
KEY_PAD_DECIMAL
KEY_PAD_DIVIDE
KEY_PAD_ENTER
KEY_PAD_MINUS
KEY_PAD_MULTIPLY
KEY_PAD_PLUS
KEY_PAGEDOWN
KEY_PAGEUP
KEY_PERIOD
KEY_Q
KEY_R
KEY_RALT
KEY_RBRACKET
KEY_RCONTROL
KEY_RIGHT
KEY_RSHIFT
KEY_RWIN
KEY_S
KEY_SCROLLLOCK
KEY_SCROLLLOCKTOGGLE
KEY_SEMICOLON
KEY_SLASH
KEY_SPACE
KEY_T
KEY_TAB
KEY_U
KEY_UP
KEY_V
KEY_W
KEY_X
KEY_Y
KEY_Z
KV Conditional Evaluation Error
Keeps track of whether we're forcing english in a localized language.
Key Pad *
Key Pad +
Key Pad -
Key Pad .
Key Pad /
Key Pad 0
Key Pad 1
Key Pad 2
Key Pad 3
Key Pad 4
Key Pad 5
Key Pad 6
Key Pad 7
Key Pad 8
Key Pad 9
Key Pad Enter
KeyChanged
KeyCodePressed
KeyCodeReleased
KeyCodeTyped
KeyFocusTicked
KeyHintText
KeyModeSet
KeyTyped
KeyValues Error: %s in file %s\n
KeyValues::ParseIncludedKeys: Couldn't load included keyvalue file %s\n
KeyValues::RecursiveSaveToFile: TODO, missing code for TYPE_COLOR.\n
KeyValues::SaveToFile: couldn't open file "%s" in path "%s".\n
KeyValuesSystem
KeyboardMouse
Kick
KickCheck
KickPlayer
KickPlayer%d
Kicked
Kicked and banned
Kicked by lobby leader
Kicking player from lobby: %llx\n
KillFocus
Km_side
KnockbackForce
KnockdownBackward
KnockdownForward
Kochanek-Bartels
Kochanek-Bartels Early
Kochanek-Bartels Late
Korean
L%02d: dur(%8.2f) amp(%8.2f) freq(%8.2f)
L4D2C5
L=**studio**
L@Locator Target has no offscreen texture name and can't fall back!\n
LA%d
LAST:%.2f
LCMapStringA
LCMapStringW
LC_ALL
LC_COLLATE
LC_CTYPE
LC_MONETARY
LC_NUMERIC
LC_TIME
LEFT
LEFTARROW
LE_BGRA8888
LE_BGRX8888
LIFE_DURATION
LINEAR_ABGR8888
LINEAR_ARGB8888
LINEAR_BGR888
LINEAR_BGRA8888
LINEAR_BGRX5551
LINEAR_BGRX8888
LINEAR_D24S8
LINEAR_I8
LINEAR_RGB888
LINEAR_RGBA16161616
LINEAR_RGBA8888
LIST
LIVE
LOCAL_PLAYER
LOCK_DURATION
LOOKSPIN
LOS Failure Scalar
LOS Failure Scale
LOS collision group
LOWVIOLENCE
LPIS
L_SHOULDER
L_TRIGGER
La8i
Label
Label.BgColor
Label.DisabledFgColor1
Label.DisabledFgColor2
Label.SelectedTextColor
Label.TextBrightColor
Label.TextColor
Label.TextDullColor
Label1
LabelChanged
LabelContainer
LabelFont
LanCheckButton
Language
LanguageMenu
Last maxplayers used for starting a server from the main menu
Last name used for starting a server from the main menu
Last run %d\n
Last sv_lan used for starting a server from the main menu
LastName
Latin
LaunchBenchmark
LaunchButton
LaunchCainMail
LaunchCampaignMap
LaunchCredits
LaunchMissionChooser\n
LaunchMissionVotePanel\n
Launching chooser on client! listtype is %d\n
Launching window cos the info message changed!\n
Launching window to show message log\n
Launching window to show old info message\n
LblAButton
LblAuthor
LblBButton
LblBronzeMedalTime
LblCampaign
LblCancelButton
LblCancelText
LblChapter
LblCheckButton
LblCheckNoAssociation
LblComplete
LblCurrProgress
LblCurrentDifficulty
LblCurrentText
LblDescription
LblDifficulty
LblDownArrow
LblDownloadCampaign
LblDownloadText
LblEmptySlotAd
LblGameDifficulty
LblGameDifficultyText
LblGameStatus
LblGameTitle
LblGamerScore
LblGamerTag
LblGamerscore
LblGetLegacyDataDescription
LblGoldMedalTime
LblHelpText
LblHowTo
LblInstalling
LblInstallingDetails
LblLShoulder
LblLStick
LblLTrigger
LblLeaderLine
LblLeftArrow
LblMapName
LblMessage
LblMustBeSignedIn
LblName
LblNewVersion
LblNoAddons
LblNoCampaignsFound
LblNoEntriesFound
LblNoGamesFound
LblNoPlayers
LblNoTracks
LblNotJoinable
LblNumPlayers
LblNumPlayersText
LblOkButton
LblOkText
LblOptionsAccess
LblPartyIcon
LblPing
LblPlayerAccess
LblPlayerAccessText
LblPlayerGamerTag
LblPlayerVoiceStatus
LblPressStart
LblPressStartShadow
LblPressX
LblProgress
LblRShoulder
LblRStick
LblRTrigger
LblRank
LblRightArrow
LblScrollProgress
LblSearching
LblSelectedPlayerName
LblSilverMedalTime
LblSliderText
LblSummaryLine%d
LblSummaryLine%s
LblSupportRequiredDetails
LblSwarmState
LblTime
LblTitle
LblType
LblUpArrow
LblViewingGames
LblWebsite
LblXButton
LblYButton
Le?2
LeaderBG
LeaderIcon
LeaderLabel
Leaderboard
Leaderboards_
LeaveCriticalSection
LeaveLobby
Left
LeftArrow
LeftArrowButton
LeftBracket
LeftConnect
LeftFoot
Legacy TE
Length
Length of the Pre-Round time
LessOrEqual
Lesson 
Lesson "%s" defined twice!\n
LevelInit
LevelInitPreEntity - CacheUsedMaterials - Finish
LevelInitPreEntity - CacheUsedMaterials - Start
LevelInitPreEntity - PreCache - Finish
LevelInitPreEntity - PreCache - Start
LevelLabel
LevelRequirementLabel
LevelUpLabel
Lid : velarized voiced alveolar lateral approximant
Lid : voiced alveolar lateral approximant
Life Duration
Life lost on collision:
LifeLostOnCollision
LifeLostOnCollisionText
Lifespan Decay
Lifespan Maintain Count Decay
Lifespan Minimum Alpha Decay
Lifespan Minimum Velocity Decay
Lifespan from distance to world
Lifetime From Sequence
Lifetime Pre-Age Noise
Lifetime Random
Lifetime from Time to Impact
Lifetime:
Light
Light 1 0% Distance
Light 1 50% Distance
Light 1 Color
Light 1 Control Point
Light 1 Control Point Offset
Light 1 Direction
Light 1 Dynamic Light
Light 1 Spot Inner Cone
Light 1 Spot Outer Cone
Light 1 Type 0=Point 1=Spot
Light 2 0% Distance
Light 2 50% Distance
Light 2 Color
Light 2 Control Point
Light 2 Control Point Offset
Light 2 Direction
Light 2 Dynamic Light
Light 2 Spot Inner Cone
Light 2 Spot Outer Cone
Light 2 Type 0=Point 1=Spot
Light 3 0% Distance
Light 3 50% Distance
Light 3 Color
Light 3 Control Point
Light 3 Control Point Offset
Light 3 Direction
Light 3 Dynamic Light
Light 3 Spot Inner Cone
Light 3 Spot Outer Cone
Light 3 Type 0=Point 1=Spot
Light 4 0% Distance
Light 4 50% Distance
Light 4 Color
Light 4 Control Point
Light 4 Control Point Offset
Light 4 Direction
Light 4 Dynamic Light
Light 4 Spot Inner Cone
Light 4 Spot Outer Cone
Light 4 Type 0=Point 1=Spot
Light scale on the marine
Light scale on the marine with flashlight on
Light style overflow\n
Light: %d - %s (key:%d)
Light: %d - off
LightApply
LightApplyText
Lighting
Lighting Apply:
Lighting Type:
Limiting turret:
Line
Linear Interp.
Linear turning rate of the marine (used as minimum when fractional turning is employed)
LinearRamp
Links
List all clientside entities thinking and time - will report and turn itself off.
List all clientside simulations and time - will report and turn itself off.
List contents of ammo bag in client.dll
ListImage
ListItemSelected
ListPanel
ListPanel.BgColor
ListPanel.DisabledSelectedTextColor
ListPanel.DisabledTextColor
ListPanel.EmptyListInfoTextColor
ListPanel.SelectedBgColor
ListPanel.SelectedOutOfFocusBgColor
ListPanel.SelectedTextColor
ListPanel.TextBgColor
ListPanel.TextColor
ListViewItem
ListViewItemSelected
ListViewPanel
Lists XP details for local player
Lists all emitter templates currently loaded
Lists dynamic lights
Lists panels receiving controller focus
LiveRequired
Lo-Fi
LoadFromBuffer: missing {
LoadImageA
LoadLibraryA
LoadLibraryExA
LoadSave
LoadedIntoGame
LoadingFinished
LoadingImage
LoadingImageBlackBar0
LoadingImageBlackBar1
LoadingLabel
LoadingMissionDetailsPanel
LoadingProgress
LoadingStarted
LoadingTipPanel
Loads a previously saved campaign game
Lobby
Lobby: Session slots: %d\n
Lobby: adding player %llx\n
Lobby: failed to add/update player %llx, slot count = %d\n
Lobby: failed to remove player %llx\n
Lobby: removing player %llx\n
LobbyChatHistory
LobbyDetailsSummary
LobbyInvite
LobbyRow0
LobbyRow1
LobbyRow2
LobbyRow3
LobbyTooltip
Local Offset Max
Local Offset Min
Local Players: %i
Local Space CP
Local Space Control Point
Local movement:
Local player Level = %d\n
Local player SteamID = %I64d\n
Local player XP = %d\n
Local player changed team (or disconnected)...\n
Local player died...\n
Local player disconnected...\n
Local player earned XP = %d\n
Local player entity index is %d\n
Local player promotion level = %d\n
LocalActiveWeaponData
LocalFree
LocalWeaponData
Localization
Localize_001
LocalizedCampaignName
LocalizedCampaignTagline
Location %d
LocationDescription
LocationDescriptionLabel
LocationNameLabel
LocationX
LocationY
Locator Target has no onscreen texture name!\n
LocatorBG
LocatorPanel
LockMouseDisabled
LockMouseEnabled
Locked
LockedBG
LockedIcon
LockedImage
Locks map angle, doesn't follow view angle.\n
Lod at level at which visemes stops always considering two phonemes, regardless of duration.
LoggingSystem_AddTagToCurrentChannel
LoggingSystem_IsChannelEnabled
LoggingSystem_Log
LoggingSystem_LogAssert
LoggingSystem_RegisterLoggingChannel
Logic Error in CExpressionEvaluator
Login
Logitech G-15 Keyboard update interval.
Logitech LCD Keyboard initialized\n
Logo
LogoImage
LogoTimeMsg
Logoff
LogoffLabel
LookInLabel
Loop
Lost connection to LIVE
Lost locator target handle.
Lost our icon target handle returned NULL.
LowerBracket
Lyc>=
MATCHFRAMEWORK_001
MAX_ALLOC_CHUNK is wrong, please fix
MDLCache004
MGiI
MISSION
MOUSE1
MOUSE2
MOUSE3
MOVELEFT
MOVERIGHT
MWHEELDOWN
MWHEELUP
MagnifyTexture
Magnitude
Mail
Mail file is %s\n
Mail%d\n
MailAccount
MailAccountName
MailBody
MailBody%dA
MailBody%dB
MailBody%dC
MailBody%dD
MailBody1A
MailBody1B
MailBody1C
MailBody1D
MailDate
MailDate%d
MailFrom
MailFrom%d
MailHeader
MailName
MailSubject
MailSubject%d
MainBold
MainBoldBlur
MainElements
MainMenu
MainPanel
Makes ASI HUD elements update the detected key for various actions (e.g. the use key on use icons)
Makes ropes use average of cubemap lighting instead of max intensity.
Makes shadows cast from local lights shorter
Makes your marine select the next weapon
Makes your marine select the previous weapon
ManhackCut
ManhackSparks
ManipButtonLD
ManipButtonLL
ManipButtonLR
ManipButtonLU
ManipButtonRL
ManipButtonRR
ManipButtonUD
ManipButtonUU
ManipPositionLabel
Manually ends the steam works gamestats session.
Manually initializes the system for testing.
Map transition...\n
Map uses old detail prop file format.. ignoring detail props\n
Map/Caption
Map/Cheats
Map/Language
Map/MapTime
Map/UsedVoice
Map/Windowed
Map/WindowedNoBorder
Map/mapname
Map/perfdata/AvgFPS
Map/perfdata/AvgServerPing
Map/perfdata/MaxFPS
MapBackdrop
MapDescriptionText
MapDrawing
MapEdges
MapEdgesBox
MapEntity_ParseAllEntities: found %s when expecting {
MapID
MapInfo
MapLayout
MapName
MapTime
March
Marine Camera: Deadspace around the marine before camera shifting starts.
Marine Camera: Distance from marine as he dies.
Marine Camera: Distance from marine.
Marine Camera: How far the camera pans east/west as you move the mouse.
Marine Camera: How far the camera pans north as you move the mouse.
Marine Camera: How far the camera pans south as you move the mouse.
Marine Camera: Shift camera vertically when he dies.
Marine Camera: Whether camera should blend Z movement changes.
Marine Camera: pitch when he dies.
Marine Camera: pitch.
Marine Camera: yaw rotate rate when he dies.
Marine Camera: yaw.
Marine avoidance bounce.
Marine avoidance hull size.
Marine avoidance separation force.
Marine gravity.
Marine inside camera volume = %d\n
Marine is moved to the nearest enemy when melee attacking
Marine movement friction.
Marine profile %d\n
Marine stepdist %f\n
MarineBackground
MarineClass
MarineGameMovement001
MarineHealthFont
MarineNameFont
MarinePointerTexture
MarinePortrait_bar_bg_w
MarinePortrait_bullets_icon_t
MarinePortrait_bullets_icon_w
MarinePortrait_bullets_icon_x
MarinePortrait_bullets_icon_y
MarinePortrait_bullets_x
MarinePortrait_bullets_y
MarinePortrait_circle_bg_t
MarinePortrait_circle_bg_w
MarinePortrait_circle_bg_x
MarinePortrait_circle_bg_y
MarinePortrait_class_icon_t
MarinePortrait_class_icon_w
MarinePortrait_class_icon_x
MarinePortrait_class_icon_y
MarinePortrait_clips_spacing
MarinePortrait_clips_t
MarinePortrait_clips_w
MarinePortrait_clips_x
MarinePortrait_clips_y
MarinePortrait_face_radius
MarinePortrait_face_x
MarinePortrait_face_y
MarinePortrait_grenades_icon_t
MarinePortrait_grenades_icon_w
MarinePortrait_grenades_icon_x
MarinePortrait_grenades_icon_y
MarinePortrait_grenades_x
MarinePortrait_grenades_y
MarinePortrait_low_ammo_x
MarinePortrait_low_ammo_y
MarinePortrait_weapon_name_x
MarinePortrait_weapon_name_y
MarinePortrait_x
MarinePortrait_y
MarineResource %d = empty\n
MarineResource %d = present, profileindex %d, commander %d commander index %d\n
MarinesHeader
MarinesLabel
Marlett
MarlettSmall
Mat : voiced bilabial nasal
MatSystemSurface006
Match
Match Particle Velocities
Matched rule '%s', 
Material
Material %s used by particle systems cannot use proxies!\n
Material:
MaterialButton
MaterialCombo
MaterialImage
MaterialModify
MaterialModifyAnimated
Materials
Materials using the pupil proxy must have a field called $lighting which has a value of 0.5!\n
MatrixRotate
Max Distance from plane
Max Trace Length
Max Velocity
Max angle body yaw can turn either side before feet snap.
Max distance from the camera at which things will be rendered
Max mouse move scale factor, 0 for no limit
Max players for matchmaking system
Max players shown in the friend scrolling ticker.
Max score one team can reach before server changes maps
Max view roll angle
MaxDelay
MaxFPS
MaxMeleeSkill
MaxPlayersComboBox
MaxPlayersLabel
Maximize
Maximum Trace Length
Maximum Velocity
Maximum amount of force applied to physics objects by players.
Maximum distance apart marines can be for a camera blend to occur
Maximum distance of the hitscan weapons.
Maximum downwards speed of shattered glass particles
Maximum of how hard the player is pushed away from physics objects.
Maximum prop breakable piece count (-1 = model default)
Maximum prop breakable piece count per frame (-1 = model default)
Maximum random distance from the target to stop when framing them in observer freeze cam.
Maximum scale of the icon on the screen
Maximum speed any ballistically moving object is allowed to attain per axis.
Maximum speed that makes a full volume
Maximum supported image dimension is %u pixels
Maximum think time in milliseconds, warning is printed if this is exceeded.
Maximum time a Swarm Drone ragdoll will stay around before fading
Maximum time a Swarm Drone ragdoll will stay around before gibbing
Maximum visible distance
MaximumDamage
MaximumHeight
MaximumTime
MaximumWidth
MbP?+
MedalIcon
MedalLabel
MedalStatLine
MedalsTitle
Medic
Medic healed %d highest %d\n
MedicClassIcon
MedicEmoteTexture
Meditative
Melee requires contact to transition to the next combo
Melee requires key release between attacks
Melee sequence not specified
Melee trace %d hit %d:%s\n
MeleeChoice
MeleeWeapon
MemAllocScratch
MemFreeScratch
MemberPublisher
Members
Memory Level - Default: High
Menu
Menu.ArmedBgColor
Menu.ArmedTextColor
Menu.BgColor
Menu.SeparatorColor
Menu.TextColor
Menu.TextInset
MenuBar
MenuBar.BgColor
MenuBorder
MenuBoxBg
MenuBoxColor
MenuButton
MenuClose
MenuColor
MenuItem
MenuItemColor
MenuItemFont
MenuItemFontPulsing
MenuItemHighlight
MenuItemSelected
MenuItems
MenuName
MenuOpen
MenuScrollBar
MenuSeparator
MenuTextFont
MeshSystem001
Message
Message %s arrived responding to job %lld which no longer exists, dropping message\n
Message '%s' not handled by panel '%s'\n
Message '%s', sent to '%s', has an invalid parameter type\n
Message '%s', sent to '%s', has invalid parameter types\n
Message Title
MessageBox
MessageBoxA
MessageBoxText
MessageImage
MessageLog
MessageTitle
Meta class %s duplicately defined (file %s)\n
MetaClass missing for %s\n
Metal
MicBoost
MicMeter
MicMeter2
MicMeterIndicator
MicrophoneLabel
Microsoft Visual C++ Runtime Library
Min distance from plane
Min pitch for drone's jumping pose parameter
MinDelay
MinFPS
MinMeleeSkill
MineFlashSine_IMaterialProxy003
MiniImage
Minimize
MinimizeToSysTray
Minimum barrel spin rate before minigun will fire
Minimum distance squared needed to move the cursor while holding down a marine number to order that marine to face that direction
Minimum interval between alien footstep sounds. Used to keep them from piling up and preventing others from playing.
Minimum number of caption items to show.
Minimum random distance from the target to stop when framing them in observer freeze cam.
Minimum scale of the icon on the screen
Minimum size of pushback objects
Minimum speed to make a sound
Minimum stopping speed when on ground.
Minimum time a Swarm Drone ragdoll will stay around before fading
Minimum time a Swarm Drone ragdoll will stay around before gibbing
MinimumHeight
MinimumTime
MinimumWidth
Misc.Heartbeat
Misc.MainUI
MiscCycle=%f rate=%f\n
Miscellaneous marker 0x%02x, length %u
Missile.ShotDown
Missing %s\n
Missing Huffman code table entry
Missing caption for '%S'\n
Mission Complete
MissionChooserFont
MissionChooserFrame
MissionChooserSheet
MissionClicked
MissionCompleteFrame
MissionCompleteFrame needs to be a child of the main client .dll viewport (now a parent to both client mode viewports)
MissionCompleteMessage
MissionCompletePanel
MissionCompleteSheet
MissionDescription
MissionDetails
MissionDetailsButton
MissionLabel
MissionName
MissionOptions
MissionPanel
MissionStatsPanel
MissionSummary
MissionTitle
Mjym\v
MkK?
ModInfo
Model
Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n
Model textures
ModelDetail
ModelDetailHigh
ModelDetailLow
ModelDetailMedium
ModelImage
ModelPanelZOffset
Models/Swarm/Parasite/ParasiteGibAbdomen.mdl
Models/Swarm/Parasite/ParasiteGibHead.mdl
Models/Swarm/Parasite/ParasiteGibMidLeg.mdl
Modifiers
Modify global screen fade max size in pixels
Modify global screen fade min size in pixels
Module %s is a debug build\n
Monday
MoneyLabel
More
Motion Blur
Motion Blur Alpha
Motion Blur Draw Alpha
MotionBlur
Mouse behavior is tied to a specific player's status - splitscreen player would depend on which player (if any) is using mouse control
Mouse filtering (set this to 1 to average the mouse over 2 frames).
Mouse forward factor.
Mouse move is raised to this power before being scaled by scale factor.
Mouse over entity:
Mouse parameter '%s' set to %i\n
Mouse pitch factor.
Mouse sensitivity.
Mouse side factor.
Mouse yaw factor.
MouseCaptureLost
MouseDoublePressed
MouseFilter
MouseFocusTicked
MouseMenu.rollover
MouseOverGlowLabel
MouseOverLabel
MousePressed
MouseReleased
MouseTriplePressed
MouseWheeled
Move
Move Particles Between 2 Control Points
MoveScrollBar
MoveScrollBarDirect
Movement Basic
Movement Dampen Relative to Control Point
Movement Lerp to Hitbox
Movement Lock to Bone
Movement Lock to Control Point
Movement Maintain Offset
Movement Maintain Position Along Path
Movement Match Particle Velocities
Movement Max Velocity
Movement Place On Ground
Movement animation playback is always unscaled
Movement will be relative to the camera, eg: left means screen-left
MovieDisplayScreen
MpLanGames
MpLanGames%sabled
Mpm<
MsgButton
MsgButton%d
MultiByteToWideChar
MultiFilesSelected
Multiplayer
MultiplayerAdvancedDialog
MultiplayerSettings
Multiple definitions for criteria '%s' [%d]\n
Multiplier for falling back to cheaper effects under load.
Multiply
MusicImportComplete
MusicImporterDialog
MusicSlider
Musical
Must include memoverride.cpp in your project.
Must run with -g15 to enable support for the LCD Keyboard\n
MuzzleFlash
MuzzleFlash_357_Player
MuzzleFlash_Pistol_Player
MuzzleFlash_SMG1_Player
MuzzleFlash_Shotgun_NPC
MuzzleFlash_Shotgun_Player
N@FlmPlayerFlyout_SteamGroup
NBTexture1
NBTexture2
NBTexture3
NBTexture4
NERVEGAS
NEVERGIB
NEWEQUIP
NKeb
NO ACTION
NONE
NORMAL
NORTH
NORTH_EAST
NORTH_WEST
NOT opened (because player is dead and can_open_when_dead not set).\n
NOT opened (because prereqs haven't been met).\n
NOT opened (because root lesson could not be found).\n
NOT opened (there is too many started lessons of this type).\n
NO_ICON_TARGET
NO_OFFSCREEN
NPC_CombineS
NPClient.dll
NPRC
NP_GetData
NP_GetSignature
NP_QueryVersion
NP_ReCenter
NP_RegisterProgramProfileID
NP_RegisterWindowHandle
NP_RequestData
NP_StartCursor
NP_StartDataTransmission
NP_StopCursor
NP_StopDataTransmission
NP_UnregisterWindowHandle
NULL
NULL Ent in UTIL_PrecacheOther\n
NULLATI2ATI1
NULLNAME
NUMBER
NV_NULL
Name: %s  Class: %s\nPosition: %d, %d, %d, %d\nFraction: %f, %f, %f, %f  (%f/%f)
Name: %s\n
NameFont
NameGlowFont
NameLabel
Name\t\t\t\t\tCount\t\tChild Count Per Instance\n
National Folk
Native American
Need to support launching multiple hack panels on one machine (1 for each splitscreen player) for this to make sense.
NeedsMoreThanOneMarine
NetworkSystemVersion001
Networked, error checked
Networked, not checked
Never
New Age
New Particle Systems Matching '%s':\n
New Wave
New map...\n
NewCampaignVote
NewControls
NewFolder
NewFolderButton
NewLabel
NewMissionVote
NewSavedVote
NewsBody
Next
NextButton
NextChild
NextPage
NightVisionSelfIllum
No : voiced alveolar nasal
No C_BreakableProp crated\n
No Error
No Host Name
No Map Name
No Server Address
No action specified for variable: "%s"\n
No case for Muzzleflash type: %d\n
No chainsaw attack sound, aborting\n
No field '%s' in datamap_t for entity %d/%s\n
No function name specified\n
No local player!\n
No local player\n
No maps defined for '%s'\n
No model %d!\n
No model!
No panel found with that name in viewport! Clearing manipulator.\n
No panel under cursor!
No parameter specified for action: "%s"\n
No prediction datamap_t for entity %d/%s\n
No room for effect %s\n
No script specified\n
No split screen config file '%s', using defaults\n
No such Panel Animation class %s\n
No such criterion '%s' for rule '%s'\n
No such enumeration '%s'\n
No such response '%s' for rule '%s'\n
No temp ent.\n
No view anim created, use viewanim_create
No view anim created\n
No viewport!\n
NoButton
NoCount
NoDrawPanel
NoMapLabel
NoMultiplayer
NoValidMissionChapter
NoWrap
Noise
Noise Scalar
Noise Vector
Noise amount 0
Noise amount 1
Noise amount 2
Noise amount 3
Noise scale 0
Noise scale 1
Noise scale 2
Noise scale 3
NoisePanel
Non-Sendtable
None
None given.
Normal
Normal Align to CP
Normal Lock to Control Point
Normal Modify Offset Random
Normal_Look
Normal_Move
Normalize Ouput
Normalize Vector
Normalized height position for where the cursor changes the player from looking north to south.
North
NorthEast
NorthWest
Norwegian
Norwegian-Nynorsk
Not Found!
Not a JPEG file: starts with 0x%02x 0x%02x
Not expecting FIELD_EMBEDDED in flattened list (%s)
Not implemented yet
Not networked, no differences
NotOnline
November
Nu?-HF
NukeBackground
Num Lock
Num Lock Toggle
Num Particles: %d / 2048
Num Particles: ??? / 2048
NumCores
NumLevels
NumSegments
Number of players available to start friend scrolling ticker.
Number of seconds before moving from the center.
Number of seconds forced between similar lesson start sounds.
Number of seconds it takes for a lesson to fully fade in/out.
Number of seconds to lerp before reaching final destination
Number of seconds to pulse after changing icon or position
NumberDisplay
NumberFont
NumberGlowFont
NumericInputOnly
OBSOLETE
OFFSCREEN_ICON
OKButton
OK_Confirmed
ONSCREEN_ICON
OUTPUT
ObReactor2
Objective complete! 
ObjectiveDetailsIsland
ObjectiveDetailsPanel
ObjectiveDetailsPanelLabel
ObjectiveFont
ObjectiveGlowFont
ObjectiveGlowLabel
ObjectiveIcon
ObjectiveLabel
ObjectiveListBoxIsland
ObjectiveMap::SetMap: couldn't load overview file for map %s.\n
ObjectiveMapDrawingPanel
ObjectiveMapImage
ObjectiveMapIsland
ObjectiveMapMarkPanel
ObjectiveTickBox
ObjectiveTitlePanel
ObjectiveTitlePanelImage
ObjectivesLabel
ObjectivesTitle
Obtained EMS handle %u
Obtained XMS handle %u
October
Offer
OffhandActivate
OffhandOrderType
OffhandSwitch
Officer
OfficerClassIcon
Offset Vector to Vector
Offset instead of accelerate
Offset of the flashlight dlight
Offset of the friend scrolling ticker from the title.
Offset of the local dlight
Offset of the local local
Offset proportional to radius 0/1
OkayButton
OldParticleSystem_ActivateEmitter
OldParticleSystem_Create
OldParticleSystem_Destroy
Oldies
Omaintain count scale control point field
OnCancel
OnChangeChild
OnCollisionDoAttack
OnCompletedAsyncDeviceAttached
OnCursorMoved
OnCustomCampaignSelected
OnDataChanged
OnEngineDisconnectReason
OnEngineEndGame
OnEngineLevelLoadingFinished
OnEngineLevelLoadingSession
OnFolderUp
OnGameRulesCreationStringChanged: game rules entity (%s) not created
OnGameRulesCreationStringChanged: missing gamerules class '%s' on the client
OnHybridButtonNavigatedTo
OnInvite
OnItemAdded
OnItemRemoved
OnItemSelected
OnMatchPlayerMgrReset
OnMatchPlayerMgrUpdate
OnMatchSearchMgrUpdate
OnMatchServerMgrUpdate
OnMatchSessionUpdate
OnMatchStringSelected
OnMouseFocusTicked
OnMovedPopupToFront
OnNavigateFrom
OnNavigateTo
OnNewFolder
OnOk
OnOpen
OnOpen event 
OnPlayerActivity
OnPlayerLeaderChanged
OnPlayerRemoved
OnPlayerUpdated
OnProfileDataLoaded
OnProfileStorageAvailable
OnProfileUnavailable
OnRenderStart->CViewRender::SetUpView
OnRequestFocus
OnScreenSizeChanged
OnSetCurrentItem
OnSiblingHybridButtonOpened
OnSysInputDevicesChanged
OnSysMuteListChanged
OnSysStorageDevicesChanged
OnSysXUIEvent
Only marines within this distance of the cursor will get their health bar drawn
OnlyActiveUser
Open all portals
Open event 
Open lessons...\n
OpenAdvanced
OpenButton
OpenCloseTime
OpenColumnChoiceMenu
OpenContextMenu
OpenGammaDialog
OpenInExplorer
OpenInExplorerButton
OpenLight
OpenMainMenu
OpenMainMenuJoinFailed
OpenServerBrowser
OpenThirdPartySoundCreditsDialog
OpenThirdPartyVideoCreditsDialog
Opened temporary file %s
Opens a menu while held
Opens a radial menu
Opens server browser
Opens voice menu 1
Opens voice menu 2
Opens voice menu 3
Opera
Opportunity 
Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
Option
Option%d
Options
OptionsButton
OptionsDialog
OptionsPanel
OptionsSubKeyboard
OptionsSubMultiplayer
OptionsSubVideoAdvancedDlg
OptionsSubVideoGammaDlg
Orders nearby marines to hold position
Orders nearest marine to follow
Orient Rotation to 2D Direction
OrientToLaser
Oscillate Scalar
Oscillate Scalar Simple
Oscillate Vector
Oscillate Vector Simple
Other
Other replacements:\n\n
Other textures
Other_Model_Rendering
Ousage:  cc_emit tokenname\n
OutboxLabel
Outdoor1
Outdoor2
Outline is zero!!\n
Output XP rewards to the console
Output field 0-2 X/Y/Z
Output file write error --- out of disk space?
Output help for script functions, optionally with a search string
OutputTall
OutputWide
Outputs room thumbnail TGAs for all rooms specific in roomthumbnails.txt
OutroMap
Outside X/Y by %.2f 
Outside Z by (below) %.2f, (above) %.2f 
Overdraw in the scanner ring size from the blip boundary
Overflow %d temporary ents!\n
OverlayFont
Override Max Velocity from this CP
Override the far clipping plane. -1 means to use the value in env_fog_controller.
Override view during demo playback
Overrides footstep volume instead of it being surface dependent
Overrides scale of the minimap
Overrides the map's fog settings (-1 populates fog_ vars with map's values)
Overview map translucency.\n
Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n
Overwriting physics object for %s\n
P8?2
P>Reverse
P@flare_fx_main
PANEL_COMMENTARY_MODELVIEWER
PANEL_INFO
PANEL_NAV_PROGRESS
PANEL_SCOREBOARD
PANEL_SPECGUI
PANEL_SPECMENU
PARA
PARALYZE
PARTICLE SYSTEM: Unable to load manifest file '%s'\n
PARTICLE_ID
PASSABLE
PAUSE
PBError spawning snow cloud emitter\n
PC_TEShatterSurface 1
PGDN
PGUP
PHIG
PHYSGUN
PISTOL
PITCH_HIGH
PITCH_LOW
PITCH_NORM
PLASMA
PLATFORM
PM  Got a NaN origin on %s\n
PM  Got a NaN velocity %s\n
PM  Got a velocity too high on %s %f\n
PM  Got a velocity too high on %s\n
PM  Got a velocity too low on %s %f\n
PO79
POISON
POV manipulator operates on diagonal axes, too.
PRECIPITATION
PRECIPITATIONBLOCKER
PREVENT_PHYSICS_FORCE
PREV_XYZ
PRIORITY
PVS notifier not in m_PVSNotifierMap\n
Packed
Packet dump: raw size %u, header size %u, body size %u, var size %u\n
Page %d/%d
PageChanged
PageHide
PageLabel
PageShow
PageTab
PageTabActivated
PagedPoolMemHigh
PagedPoolMemLow
PagedPoolMemMedium
PaintBackgroundType
Panel
Panel.BgColor
Panel.FgColor
PanelList
PanelListEmbedded
PanelListPanel
PanelListPanelVScroll
PanelListSliderMoved
PanelMoved
PanelPtr
PanelSelected
PanelUnSelected
Paragraph%d
Parameter Remapping
Parameters: mix group name, [vol, mute, solo], value
ParasiteGib
ParseRagdollIntoCache:  Couldn't Lookup Bone %s\n
ParserResponse
Particle Effect Systems:\n
Particle ID
Particle Performance Metric : %d
Particle Simulation
Particle supply:
Particle textures
Particle/Effect_Rendering
ParticleAccnMaxX
ParticleAccnMaxXText
ParticleAccnMaxY
ParticleAccnMaxYText
ParticleAccnMaxZ
ParticleAccnMaxZText
ParticleAccnMinX
ParticleAccnMinXText
ParticleAccnMinY
ParticleAccnMinYText
ParticleAccnMinZ
ParticleAccnMinZText
ParticleEffect
ParticleEffectNames
ParticleEffectStop
ParticleEmitters
ParticleLifeMax
ParticleLifeMin
ParticleLifetimeMax
ParticleLifetimeMaxText
ParticleLifetimeMin
ParticleLifetimeMinText
ParticleLocal
ParticleLocalText
ParticleMgr()->Init
ParticleMgr()->Simulate
ParticlePositionMaxX
ParticlePositionMaxXText
ParticlePositionMaxY
ParticlePositionMaxYText
ParticlePositionMaxZ
ParticlePositionMaxZText
ParticlePositionMinX
ParticlePositionMinXText
ParticlePositionMinY
ParticlePositionMinYText
ParticlePositionMinZ
ParticlePositionMinZText
ParticleRollRateMax
ParticleRollRateMaxText
ParticleRollRateMin
ParticleRollRateMinText
ParticleSmokeGrenade
ParticleSphereProxy
ParticleStartRollMax
ParticleStartRollMaxText
ParticleStartRollMin
ParticleStartRollMinText
ParticleSupply
ParticleSystem_Create
ParticleSystem_Destroy
ParticleSystem_SetControlPointObject
ParticleSystem_SetControlPointOrientation
ParticleSystem_SetControlPointPosition
ParticleSystem_StopEmission
ParticleTemplate
ParticleTexture
ParticleVelocityMaxX
ParticleVelocityMaxXText
ParticleVelocityMaxY
ParticleVelocityMaxYText
ParticleVelocityMaxZ
ParticleVelocityMaxZText
ParticleVelocityMinX
ParticleVelocityMinXText
ParticleVelocityMinY
ParticleVelocityMinYText
ParticleVelocityMinZ
ParticleVelocityMinZText
Particlelib: Missing precache for particle system type "%s"!\n
Particles
Particles per second:
Particles spawn children:
Particles: Missing '%s'\n
ParticlesPerSecond
ParticlesPerSecondText
Passenger
PasswordEntry
PasswordLabel
Paste
Per Particle World Collision Tests
PercentCollide
Perform client side prediction of weapon effects.
Perform client side prediction.
Perform server side lag compensation of weapon firing events.
Perform the additional 'stuck' traces on the client side during prediction.
Performance warning: Add $bonemerge "%s" to QC that builds "%s"\n
PerformanceLabel
PersistentMarines.dat
Pex?0
Pfto<
PgDn
PgUp
Phoneme delay to account for sound system latency.
PhysBlockHeader_t
PhysFrictionEffect
PhysObjectHeader_t
Physics
Physics object pointer unexpectedly non-null before restore. Should be creating physics object in CreatePhysics()?\n
Physics.WaterSplash
Physics2 Interface ActorMgr v0.1
Physics2 Interface ResourceMgr v0.1
Physics2 Interface v0.3
PhysicsImpactSounds
PhysicsSimulate
PhysicsSimulate: %s bad movetype %d
Pickover A Parameter
Pickover B Parameter
Pickover C Parameter
Pickover D Parameter
PierceSpark
Piercing
PinCorner
PingHeader
PingLabel
PinnedCornerOffsetX
PinnedCornerOffsetY
Pitch of barrel spin sound
Pitch: %6.1f   Yaw: %6.1f   Dist: %6.1f %16s
Pitch: %6.1f   Yaw: %6.1f   Dist: %6.1f %19s
Pitch: %6.1f   Yaw: %6.1f %38s
Pixel vis system using %d sets total (%d in free list), %d queries total (%d in free list)\n
Pixels visible: %d (qh:%d) (frame:%d)\n
Pixels visible: %d (qh:%d) Pixels possible: %d (qh:%d) (frame:%d)\n
Plane Normal
PlantIcon
PlantIconShadow
PlantTitleLabel
Plat_FloatTime
Plat_GetLocalTime
Plat_GetTimeString
Plat_IsInDebugSession
Plat_MSTime
Platform
Platform Error: bad module '%s', not loading\n
Platform Error: module failed to initialize\n
Platform Error: module version ('%s, %s) invalid, not loading\n
Play
Play End Cap Effect
Play a random track from the user's jukebox
Play a sound from the game sounds txt file
Play footstep sound for players
Play sounds from the game sounds txt file at a given location
PlayAsGuest
PlayOnGroupServer
PlaySplitscreen
Playback rate of the flare throw anim
Player index of other player to check for position errors.
Player model
Player removed from host session
Player will aim in the direction they are moving.
Player.AmbientUnderWater
Player.PickupWeapon
PlayerDropDown
PlayerFlyout
PlayerHeader
PlayerLabel
PlayerLevelLabel
PlayerLine
PlayerList
PlayerListContainerFrame
PlayerListItem.FocusBgColor
PlayerListItem.OutOfFocusBgColor
PlayerListPanel
PlayerListPanel::OnCommand sending asw_vote_chooser cc\n
PlayerLogo
PlayerName%d
PlayerNameFont
PlayerNameLabel
PlayerNames
PlayerNamesPosition
PlayerPanelList.BgColor
PlayerPosition
PlayerProximity
PlayerSpeed
PlayerTeamMatch
PlayerView
PlayersInGame
Playing random track from jukebox...
PlayingMisc=%d\n
Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>
Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
Plays a video without ability to skip: <filename> [width height]
Plays a video: <filename> [width height]
Playsoundscape %s:Unknown command %s\n
Please enter a name to save this template as:
PnlBackground
PnlBackground/tall
PnlDefaultMark
PnlGamerPic
PnlLowerGarnish
PnlModPic
PnlQuickJoin
Polish
Polka
PollHideCode
PolygonButton
Pop-Folk
Pop/Funk
PopulateDriveList
PopulateFileList
PopulateFileNameSearchHistory
Porn Groove
PortalDepth
PortalFunnel
PortraitButton
PortraitImage
PortraitName
PortraitsBackground
PortraitsLowerBackground
Portuguese
Position
Position Along Path Random
Position Along Path Sequential
Position Along Ring
Position From Chaotic Attractor
Position From Parent Particles
Position In CP Hierarchy
Position Modify Offset Random
Position Modify Place On Ground
Position Modify Warp Random
Position Previous
Position Within Box Random
Position Within Sphere Random
Position and Velocity
Position from Parent Cache
Position on Model Random
Position:
PositionMaxX
PositionMaxY
PositionMaxZ
PositionMinX
PositionMinY
PositionMinZ
PostDataUpdate
PostMessageA
Poster
Power Ballad
Pranks
Pre-Age Noise
PreEntityPacketReceived
PreEntityPacketReceived(no commands ack)
PrecacheASW
PrecacheASWScalableText
PrecacheEffectBloodSpray
PrecacheEffectBuild
PrecacheEffectDusttrail
PrecacheEffectExplosion
PrecacheEffectGlassShatter
PrecacheEffectGlow
PrecacheEffectImpacts
PrecacheEffectMuzzleFlash
PrecacheEffectSparks
PrecacheEffectSplash
PrecacheEffectVGuiScreen
PrecacheEffectWarp
PrecacheEffectsTest
PrecacheGunshipFX
PrecacheImpacts
PrecacheLocatorTarget
PrecacheMuzzleFlash
PrecacheOcclusionProxy
PrecachePlayerDecal
PrecachePostProcessingEffects
PrecachePrecipitation
PrecacheRegister
PrecacheRopes
PrecacheSmokeFogOverlay
PrecacheUseIcons
Precached
Prediction
Premature end of JPEG file
Premature end of input file
Prerequisite %s added by lesson %s doesn't exist!\n
Presimulate Time:
PresimulateTime
PresimulateTimeText
PressButton
PressToVoteNoLabel
PressToVoteYesLabel
Prev
PrevChild
PrevPage
Prevent jiggle bones from pointing directly away from their target in case of numerical instability.
Prevent marine names from going off the edge of the screen
Prevent passing through a plane
Prevent passing through static part of world
Prevents AI from crouching when they hold position
PrgProgress
PrgValue
Primary Color Slider
PrimaryWeapon_x
PrimaryWeapon_y
Primus
Print Steam Cloud messages
Print debug info for tile connections
Print local player's XP and level
PrintHelp( "%s" );
Prints current volume of radius sounds
Prints debug info about turret turning limits
Prints debug output on scanner pulses
Prints info on spectator
Prints out the client and server session ID's (developer convar must be set to non-zero).
Priority
Priority changed from 
Priority level not set for lesson: %s\n
ProTotalProgress
Problem in lesson %s: Locator_GetTargetFromHandle returned null for handle %d.\n IsInstanceActive: %s. IsInstructing: %s. IsLearned: %s\n
ProgressBackdrop
ProgressBar
ProgressBar.BgColor
ProgressBar.FgColor
ProgressBarBackdrop
ProgressBarBorder
ProgressBarSizer
ProgressLabel
ProgressLevelName
Progressive Rock
PromotionButton
PromotionIcon
PromotionLabel
PromotionPanel
Prompt
PropBreakableCreateAll: Could not create model %s\n
PropDatafile
PropertyDialog
PropertyPage
PropertySheet
PropertySheet.SelectedTextColor
PropertySheet.TextColor
PropertySheet.TransitionEffectTime
PropertySheetBorder
Proportional
Psychadelic
Psychedelic Rock
Public
Pull towards control point
Pulse
Punk
Punk Rock
Pupil
PupilCloseRate
PupilOpenRate
Put; voiceless alveolar stop
Q8>CBaseCombatWeapon
Q8?R
Qkkbal
Qrmo<
Quad
Quantity
Quantization table 0x%02x was not defined
Quantizing to %d = %d*%d*%d colors
Quantizing to %d colors
QueenDie
QueenHealthPanel
QueenSpitBurst
QueryBox
QueryMonitorTexture
QueryParticleManifest
QueryPerformanceCounter
QuestionTexture
QueuedLoaderVersion001
QueuedModeDisabled
QueuedModeEnabled
QuickJoinPanelItem
QuickMatchCoOp
QuickMatch_
Quit
QuitGame
QuitGame_NoConfirm
QuitRestartNoConfirm
R AXIS NEG
R AXIS POS
R16F
R32F
R6002\r\n- floating point support not loaded\r\n
R6008\r\n- not enough space for arguments\r\n
R6009\r\n- not enough space for environment\r\n
R6016\r\n- not enough space for thread data\r\n
R6017\r\n- unexpected multithread lock error\r\n
R6018\r\n- unexpected heap error\r\n
R6019\r\n- unable to open console device\r\n
R6024\r\n- not enough space for _onexit/atexit table\r\n
R6025\r\n- pure virtual function call\r\n
R6026\r\n- not enough space for stdio initialization\r\n
R6027\r\n- not enough space for lowio initialization\r\n
R6028\r\n- unable to initialize heap\r\n
R6030\r\n- CRT not initialized\r\n
R6031\r\n- Attempt to initialize the CRT more than once.\nThis indicates a bug in your application.\r\n
R6032\r\n- not enough space for locale information\r\n
R6033\r\n- Attempt to use MSIL code from this assembly during native code initialization\nThis indicates a bug in your application. It is most likely the result of calling an MSIL-compiled (/clr) function from a native constructor or from DllMain.\r\n
R6034\r\nAn application has made an attempt to load the C runtime library incorrectly.\nPlease contact the application's support team for more information.\r\n
R@m_flDetailsExtraHeight
RADIATION
RADIUS
RANGE
RCFX_GlassImpact
RELOAD
REMOVENORAGDOLL
REPLACE_KEY
RESPONSE_ENTITYIO
RESPONSE_NONE
RESPONSE_PRINT
RESPONSE_RESPONSE
RESPONSE_SCENE
RESPONSE_SENTENCE
RESPONSE_SPEAK
RG1616F
RG3232F
RGB323232F
RGB565
RGB888
RGB888_BLUESCREEN
RGBA1010102
RGBA16161616
RGBA16161616F
RGBA32323232F
RGBA8888
RGBX8888
RGEffect
RIGHT
RIGHTARROW
ROTATION
ROTATION_SPEED
RPCRT4.dll
RPGShotDown
RSDS
RST%d
RTS cam is at: %f, %f, %f\n
R_SHOULDER
R_TRIGGER
RadialMenu
RadioButton
RadioButton.SelectedTextColor
RadioButton.TextColor
RadioButtonChecked
Radius
Radius Random
Radius Scale
Radius of autoaim effect from flares
Radius of the leadership field around NCOs with the leadership skill
Radius of the light around the cursor.
Radius of the light around the marine.
Ragdoll solid count %d exceeds maximum limit of %d - Ragdoll not created
RagdollImpact
RailgunBeam
RaiseException
RaisedBorder
Ramp Scalar Linear Random
Ramp Scalar Linear Simple
Ramp Scalar Spline Random
Ramp Scalar Spline Simple
Random Cull
Random Parent Particle Distribution
Random Sound %s:Unknown command %s\n
Random deviation applied to initial velocity of skill spending particles
Random variation applied above and below target pitch
RandomFloat
RandomInt
RandomSeed
Randomly Flip Yaw
Range in world units of the minimap
Rank
Rate at which joystick targeting radius tracks the current cursor radius
Rate of the friend scrolling ticker.
Rave
Re-entrancy found in CClientLeafSystem::RenderableChanged\n
Read buffer overflowed on incoming %s packet\n
Read failed on temporary file
Read from EMS failed
Read from XMS failed
ReadFile
Reading externally referenced elements is not supported!\n
Reading: %s\n
Ready
ReadyButton
ReadyCheck%d
ReadyCheckImage
ReceiveLabel
RecursiveLoadFromBuffer:  got EOF instead of keyname
RecursiveLoadFromBuffer:  got NULL key
RecursiveLoadFromBuffer:  got conditional between key and value
RecursiveLoadFromBuffer:  got empty keyname
RecursiveLoadFromBuffer:  got } in key
Red : voiced alveolar approximant
Red : voiced alveolar trill
Red : voiced retroflex approximant
Red Color Slider
Red component of flashlight colour
Red component of local colour
Red component of ricochet rifle bounce laser
RefinementSteps
RegCloseKey
RegOpenKeyExA
RegQueryValueExA
Reggae
RegisterClassExA
RegisterWindowMessageA
Regular
RegularOther
ReinitPredictables
Rejected
Relative Control point number
ReleaseMutex
ReleaseThreadHandle
RelectProjectiles
Reload all response system scripts.
ReloadLocalization
Reloading G15 config\n
Reloads hud layout and animation scripts.
Reloads melee_attacks.txt
Reloads the Logitech G-15 Keyboard configs.
Reloads the resource files for the active UI window
Remap Average Scalar Value to CP
Remap CP Speed to CP
Remap CP Velocity to Vector
Remap Control Point Direction to Vector
Remap Control Point to Scalar
Remap Control Point to Vector
Remap Direction to CP to Vector
Remap Distance Between Two Control Points to CP
Remap Distance Between Two Control Points to Scalar
Remap Distance to Control Point to Scalar
Remap Dot Product to Scalar
Remap Initial Distance to Control Point to Scalar
Remap Initial Scalar
Remap Model Volume to CP
Remap Noise to Scalar
Remap Particle BBox Volume to CP
Remap Percentage Between Two Control Points to Scalar
Remap Percentage Between Two Control Points to Vector
Remap Scalar
Remap Scalar to Vector
Remap Speed to Scalar
Remap Velocity to Vector
Remove the decals from the entity under the crosshair.
RemoveTrackButton
Render models
Render physics collision models in wireframe
Render projected
Render skeletons in wireframe
RenderDevice001
RenderDeviceMgr001
RenderGlowModels
RenderHardwareConfig001
RenderSystemSurface001
RenderTargets
RenderWorld
Repaint
Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
Report default vectors on the camera based on current settings
ReportDeviceCorrupt
ReportDeviceFull
ReportNoDeviceSelected
RequestFocus
RequestState
Requested feature was omitted at compile time
Requesting Steam stats for %s (%s)\n
RequiredChargeTime
RequiresFirstAid
RequiresSapper
RequiresSarge
RequiresSpecialWeapons
RequiresTech
RequiresTracker
Reset
Reset Particles
Reset all lesson display and success counts.\n
ResetDXLevelCombo
ResetData
ResetEmitter
ResetHUD
Resets all display and success counts to zero.
Resets steam stats (experience, etc.)
ResizeColumnToContents
ResizeLeftLeft
ResizeLeftRight
ResizeLowerDown
ResizeLowerUp
ResizeRightLeft
ResizeRightRight
ResizeUpperDown
ResizeUpperUp
Resolution
Resource/ClientScheme.res
Resource/LoadingDialogError.res
Resource/LoadingDialogErrorLoggedInElsewhere.res
Resource/LoadingDialogErrorNoSteamConnection.res
Resource/LoadingDialogErrorVACBanned.res
Resource/LoadingDialogNoBannerSingle.res
Resource/LoadingDialogVAC.res
Resource/OptionsSubDifficulty.res
Resource/OptionsSubKeyboard.res
Resource/OptionsSubMultiplayer.res
Resource/UI/BaseModUI/%s.res
Resource/UI/BaseModUI/AchievementListItem.res
Resource/UI/BaseModUI/Achievements.res
Resource/UI/BaseModUI/AddonListItem.res
Resource/UI/BaseModUI/Addons.res
Resource/UI/BaseModUI/CustomCampaignListItem.res
Resource/UI/BaseModUI/GameSettings.res
Resource/UI/BaseModUI/InGameMainMenu.res
Resource/UI/BaseModUI/InGameMainMenu_%s.res
Resource/UI/BaseModUI/LeaderboardListItem.res
Resource/UI/BaseModUI/MainMenu.res
Resource/UI/BaseModUI/MainMenuStub.res
Resource/UI/BaseModUI/QuickJoinPanelItem.res
Resource/UI/BaseModUI/SliderControl.res
Resource/UI/BaseModUI/getlegacydata.res
Resource/UI/BaseModUI/jukebox.res
Resource/UI/BottomSpectator.res
Resource/UI/CommentaryModelViewer.res
Resource/UI/MiniMOTD.res
Resource/UI/NavProgress.res
Resource/UI/RadialMenu.res
Resource/UI/ScoreBoard.res
Resource/UI/Spectator.res
Resource/UI/TeamMenu.res
Resource/UI/TextWindow.res
Resource/basemodui_%language%.txt
Resource/gameui_%language%.txt
Resource/platform_%language%.txt
Resource/spectatormenu.res
Resource/spectatormodes.res
Resource/valve_%language%.txt
Resource/vgui_%language%.txt
ResourceFile
ResourceSystem004
Resource\MultiplayerAdvancedDialog.res
Resource\OptionsSubAudio.res
Resource\OptionsSubMouse.res
Resource\OptionsSubPortal.res
Resource\OptionsSubVideo.res
Resource\OptionsSubVoice.res
Resource\warning.wav
Response
ResponseGroup
ResponseSystem
Restart
RestartButton
RestartMis
RestartScenario
RestartWithNewLanguage
Restore underflow!\n
RestoreEntityToPredictedFrame
RestoreOriginalEntityState
Restricts spectator modes for dead players
ResumeThread
Resupply
ResupplyFrame
Retries: %d
RetriesLabel
Retro
ReturnToGame
ReturnToLobby
Returns the entity index of the player
Reverse%d
ReverseJoystick
ReverseMouse
RevertToSaved
Revival
ReviveDialog
Rhythmic Soul
RichText
RichText.BgColor
RichText.InsetX
RichText.InsetY
RichText.SelectedBgColor
RichText.SelectedTextColor
RichText.TextColor
RichText: textfile parameter '%s' not found.\n
RichTextInterior
RifleShellEject
Right
RightArrow
RightArrowButton
RightBracket
RightConnect
Rock
Rock & Roll
RocketTrail
Roll
Roll Speed
Roll rate:
RollDeltaMax
RollDeltaMin
RollMax
RollMin
Room1
Room2
RoomTall
RoomThumbnails
RoomWide
RoomX
RoomY
Root class of all client-side entities
Rope subdivision amount
Ropes
Rosetta.ArmedBgColor
Rosetta.ArmedFont
Rosetta.DefaultBgColor
Rosetta.DefaultFgColor
Rosetta.DefaultFont
Rosetta.DisabledBgColor
Rosetta.DisabledFgColor
Rosetta.DrawBorder
Rosetta.LineColor
Rotate Vector Random
Rotation
Rotation Axis
Rotation Axis Max
Rotation Axis Min
Rotation Basic
Rotation Offset
Rotation Orient Relative to CP
Rotation Orient to 2D Direction
Rotation Random
Rotation Rate
Rotation Rate Max
Rotation Rate Min
Rotation Speed Random
Rotation Spin Roll
Rotation Spin Yaw
Rotation Yaw Flip Random
Rotation Yaw Random
Rotation speed of the stim camera
Round ended...\n
Round started...\n
RpcStringFreeA
RtlUnwind
Rule is disabled.\n
Rumble
Run a vscript file
Run the text as a script
RunGameEngine005
RunTestSpeakers
Runtime Error!\n\nProgram: 
Russian
S;uD
S@#asw_weapon_tooltip_activate
SAVE\faceposer
SAVE\faceposer\%s.sav
SCORE
SDK Root Panel
SEMICOLON
SENTRYPROJ
SEQUENCE_NUMBER
SEQUENCE_NUMBER1
SET NULL
SFXSlider
SHELL32.dll
SHOCK
SHOTGUN
SHOW_WHEN_OCCLUDED
SHe : voiceless postalveolar fricative
SING error\r\n
SKIN
SLASH
SLOWBURN
SMG1
SNDLVL_
SNDLVL_100dB
SNDLVL_105dB
SNDLVL_110dB
SNDLVL_120dB
SNDLVL_130dB
SNDLVL_140dB
SNDLVL_150dB
SNDLVL_180dB
SNDLVL_20dB
SNDLVL_25dB
SNDLVL_30dB
SNDLVL_35dB
SNDLVL_40dB
SNDLVL_45dB
SNDLVL_50dB
SNDLVL_55dB
SNDLVL_60dB
SNDLVL_65dB
SNDLVL_70dB
SNDLVL_75dB
SNDLVL_80dB
SNDLVL_85dB
SNDLVL_90dB
SNDLVL_95dB
SNDLVL_GUNFIRE
SNDLVL_IDLE
SNDLVL_NONE
SNDLVL_NORM
SNDLVL_STATIC
SNDLVL_TALKING
SONIC
SOUTH
SOUTH_EAST
SOUTH_WEST
SPEED
SSE and SSE2 are required.
START
START_SOUND
STEAMAPPS_INTERFACE_VERSION003
STEAMREMOTESTORAGE_INTERFACE_VERSION002
STEAMSTATS: Failed to retrieve stat %s.\n
STEAMUSERSTATS_INTERFACE_VERSION007
STEL
STICK1
STICK2
STRING
STRING1
STRING2
SUB_Remove called on entity with health > 0\n
SWClassIcon
Samba
Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.
SameConsole
Sampling factors too large for interleaved scan
Sansman10
Sansman10Blur
Sansman11
Sansman12
Sansman12Blur
Sansman13
Sansman14
Sansman14Blur
Sansman16
Sansman16Blur
Sansman17
Sansman18
Sansman18Blur
Sansman19
Sansman20
Sansman20Blur
Sansman8
Sansman8Blur
Sansman9
Sapper\n
Sarge
Satire
Saturday
Save
Save Template
Save current animation to file
Save/Restore overflow!\n
SaveButton
SaveDButton
SaveDLabel
SaveDText
SaveRestoreBlockHeader_t
SaveTemplate
SaveTemplateButton
SavedVoteButton
SayText
SayText2
ScalableImagePanel
Scalar field
Scale
Scale Alpha
Scale Alpha+Color
Scale Beam by Velocity
Scale Beam by life left
Scale Color
Scale Slider
Scale applied to piercing spark effect
Scale by Radius
Scale down the main viewport (to reduce GPU impact on CPU profiling)
Scale for the fractional marine turning (large turns)
Scale of the HUD overall
Scale%dTime
Scale%dUse
Scale%dValue
Scale0Check
Scale0Time
Scale0TimeText
Scale0Value
Scale0ValueText
Scale1Check
Scale1Time
Scale1TimeText
Scale1Value
Scale1ValueText
Scale2Check
Scale2Time
Scale2TimeText
Scale2Value
Scale2ValueText
Scale3Check
Scale3Time
Scale3TimeText
Scale3Value
Scale3ValueText
Scale4Check
Scale4Time
Scale4TimeText
Scale4Value
Scale4ValueText
ScaleBeamByLifeLeft
ScaleBeamByVelocity
Scales alpha of the bullets in the HUD damage indicator.
Scales alpha of the slashes in the HUD damage indicator.
Scales the HUD damage indicator
Scales the slashes in the HUD damage indicator
Scan script does not transmit all data
ScanlinePanel
Scanner has white blips, is always pinging.
ScannerRingTexture
ScavengeCheck
SceneFileCache002
SceneSystem_001
Scenes
SchemeName
ScoreLabel
Scoring rule '%s' (%i)\n{\n
ScrVerticalScroll
ScreenFlash
ScreenTitle
Script file type does not match VM type\n
Script not found (%s) \n
ScriptGetForward
ScriptGetLeft
ScriptGetUp
ScriptSetPoseParameter
Scripting disabled or no server running\n
Scroll Lock
Scroll Lock Toggle
ScrollBar
ScrollBar.Wide
ScrollBarButton.ArmedBgColor
ScrollBarButton.ArmedFgColor
ScrollBarButton.BgColor
ScrollBarButton.DepressedBgColor
ScrollBarButton.DepressedFgColor
ScrollBarButton.FgColor
ScrollBarButtonBorder
ScrollBarButtonDepressedBorder
ScrollBarSlider
ScrollBarSlider.BgColor
ScrollBarSlider.FgColor
ScrollBarSlider.Inset
ScrollBarSlider.NobDragColor
ScrollBarSlider.NobFocusColor
ScrollBarSliderBorder
ScrollBarSliderBorderDragging
ScrollBarSliderBorderHover
ScrollBarSliderMoved
ScrollBarSliderReleased
ScrollBar_Horizontal
ScrollBar_Vertical
ScrollButtonPressed
ScrollDistance
Search
Search criteria:\n
SearchLights
Searches for soundname which emits specified text.
Searching for client entities with classname containing substring: '%s'\n
SearchingIcon
Searchlight1Angle
Searchlight1X
Searchlight1Y
Searchlight2Angle
Searchlight2X
Searchlight2Y
Searchlight3Angle
Searchlight3X
Searchlight3Y
Searchlight4Angle
Searchlight4X
Searchlight4Y
Second Control Point Location
Second Control Point Number
Second Control Point Parent
Secondary Color Slider
SecondaryProgressLabel
SecondaryWeapon_x
SecondaryWeapon_y
SectionHeader
SectionedListPanel
SectionedListPanel.BgColor
SectionedListPanel.BrightTextColor
SectionedListPanel.DividerColor
SectionedListPanel.Font
SectionedListPanel.HeaderTextColor
SectionedListPanel.OutOfFocusSelectedBgColor
SectionedListPanel.OutOfFocusSelectedTextColor
SectionedListPanel.SelectedBgColor
SectionedListPanel.SelectedTextColor
SectionedListPanel.TextColor
SectionedListPanelHeader.BgColor
SectionedScrollBar
SeeAll
Seek failed on temporary file
Select
SelectCustomLogo
SelectFolder
SelectWeightedSequence
Select_Campaign_Entry
Select_Campaign_Panel
Select_Marine_Panel
Select_Mission_Entry
Select_Mission_Panel
Select_Weapon_Panel
Selected %d colors for quantization
SelectedAvatars
SelectedImage
SelectedMarine
SelectionAlpha
SendTable
Sending %s\n
Sending key repeat\n
SensitivityLabel
SentenceMode
SentenceModeMenu
SentryDnTexture
SentryUpTexture
September
Sequence From Control Point
Sequence Number
Sequence Number 1
Sequence Random
Sequence Two Random
Server session ID (%d).\n
ServerGameDLL005
ServerIP
ServerLabel
ServerName
ServerOptionsPanel
ServerPasswordEntry
ServerSessionID
ServerUploadGameStats001
Servers
Session
SessionDetails
SessionID
Set CP Orientation to CP Direction
Set Control Point Positions
Set Control Point Rotation
Set Control Point To Particles' Center
Set Control Point To Player
Set Control Point to Impact Point
Set Hitbox Position on Model
Set Normal
Set a list of concepts to exclude from rr_debugresponseconcept. Separate multiple concepts with spaces. Call with no arguments to see current list. Call 'rr_debug_responseconcept_exclude !' to reset.
Set a sound paramater
Set child control points from particle positions
Set developer message level
Set how many seconds the client will extrapolate entities for.
Set minimap scale to %f\n
Set positions in world space
Set shadow angles
Set shadow color
Set shadow direction
Set shadow distance
Set spectator mode
Set the max dimension for the map.  This determines the far clipping plane
Set the specified pose parameter to the specified value
Set to 0 to not show on-screen help
Set to 1 and the game instructor will run EVERY scripted command to uncover errors.
Set to 1 for standard debugging or 2 (in combo with gameinstructor_verbose_lesson) to show update actions.
Set to 1 to cause room thumbnails to be added to Perforce on creation
Set to 1 to cause room thumbnails to be saved on next map load
Set to 1 to fix the camera in place.
Set to 1 to make marines aim grenades at the floor instead of firing them straight
Set to 1 to skip any models that don't go through the model fast path
Set to 1 to stop all models that go through the model fast path from rendering
Set to 1 to test turret emitters being on
Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
Set to 1 to use the voice indicators on the side of the screen instead of the ones next to the 3d player names
Set to 1 when using maps with tilted view to rotate player movement.
Set to draw...\n
Set to drone entity index to output drone pose params
Set to not draw...\n
Set to values greater than 0 for ortho view render projections.
Set top left to lit, starting check\n
SetActiveControl
SetAsCurrentDefaultButton
SetAsDefaultButton
SetClipboardText
SetCustomScheme
SetEndOfFile
SetEnvironmentVariableA
SetFilePointer
SetFocus
SetFont
SetHandleCount
SetInfo
SetLastActiveUserId: %d -> %d\n
SetLastError
SetPoseParameter
SetProgress
SetSortColumn
SetState
SetStdHandle
SetString
SetText
SetTexture
SetTitle
SetUnhandledExceptionFilter
Setcur jfocus: %s:%s 
Sets fixed audio position to the current position
Sets overview map mode off,small,large: <0|1|2>
Sets overview map zoom: <zoom> [<time>] [rel]
Sets the base field-of-view.
Sets the gravity client-side ragdolls
Sets the interpolation amount (bounded on low side by server interp ratio settings).
Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
Sets the lobby ID to connect to on start.
Sets the max number of physics ticks allowed for client-side physics (ragdolls)
Sets the scale of time for client-side physics (ragdolls)
Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times.
Setting CBeam to non-sprite model %s\n
Setting CSprite to non-sprite model %s\n
Setting this can create more complex surfaces on large hitboxes at the cost of performance.
Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers.
Settings
SetupBones: invalid bone array size (%d - needs %d)\n
SetupRenderablesList
ShaderDetail
ShaderDetailHigh
ShaderDetailLow
ShaderDetailMedium
ShaderDetailVeryHigh
Shadow
Shadow color %d %d %d\n
Shadow distance %.2f\n
ShadowDetail
ShadowModel
Shadow_Rendering
Shake
ShakeDir
ShakeRopes
Sheet
ShellEject
ShellExecuteA
ShellExecuteExA
Shift
Short name of campaign (i.e. L4D2C5), used to show correct poster in demo mode.
ShortBriefing
ShortName
ShotgunShellEject
Should marines have a shoulder light effect on them.
Should the rg tracer have an explosion at the end?
ShouldUseNewAssertDialog
Show activities in the (client) animation state display.
Show alien gib entities
Show all EmitSound calls including their symbolic name and the actual wave file they resolved to. (-1 = for nobody, 0 = for everybody, n = for one entity)\n
Show class icon on mouse over
Show debug info for fish
Show debug text for holdout mode
Show entity under the mouse cursor
Show human gib entities
Show missing closecaption entries.
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
Show more field info when spewing prediction errors.
Show only 1 item per AI marine on the squad hotbar
Show player's health in map overview.\n
Show player's names in map overview.\n
Show player's tracks in map overview.\n
Show prediction errors, 2 for above plus detailed field deltas.
Show stats screen in singleplayer
Show the 'Paused' image when game is paused.
Show the (client) animation state for the specified entity (-1 for none).
Show the clientside estimated travel yaw for swarm drones
Show the crosshair that has perspective or the old version?
Show the occlusion proxies
Show user command encoding
Show verbose matching output (1 for simple, 2 for rule scoring, 3 for noisy). If set to 4, it will only show response success/failure for npc_selected NPCs.
Show weapon swap icons on the HUD
Show which entities are having their bones setup each frame.
Show which entities are predicting\n
Show your own items on the hotbar
ShowAdvanced
ShowAllCheck
ShowBatteryCharge
ShowBulletsOnHUD
ShowCharges
ShowClipsDoubled
ShowClipsInWeaponDetail
ShowClipsOnHUD
ShowCommentary
ShowContextMenu
ShowDropDownIndicator
ShowGrenadesOnHUD
ShowHelp
ShowLocalPlayerHotkey
ShowMenu
ShowMultiplayerHotkey
ShowNewControlMenu
ShowObjectives
ShowServerBrowserPage
ShowSteamStatsSessionID
ShowThirdPartyAudioCredits
ShowWindow
Shows a dialog for picking custom combat music
Shows a dialog for picking custom stim music
Shows a info panel: <type> <title> <message> [<command>]
Shows a log of info messages you've read so far in this mission
Shows a viewport panel <name>
Shows all AS:I fonts
Shows audio hearing position
Shows contents of the marine resource array
Shows health bars in the game world
Shows how many particles are being drawn
Shows names of objectives in the objectives array
Shows number of tracers spawned
Shows panel animation variables: <panelname | blank for all panels>.
Shows rain tracelines for this many seconds (0 disables)
Shows squad inventory
Shows the mission briefing panel
Shows the mission complete message again
Shows the player list and allows voting
Shows using bars in the game world
Shows wave announce panel
Shows which marines in the roster are selected
Showtunes
Shutdown %i predictable entities and %i client-created entities\n
ShutdownRequest
ShutdownValvePlatform
Shuts down all open lessons and reloads them from the script file.
Shutting down...\n
SignInDialog
SilhouetteWeapon0
SilhouetteWeapon1
SilhouetteWeapon2
Simple Cubic
Simple Particle Singleton
Simple Particle Singleton [sky]
Simplified_Chinese
Sine
SingleScanLine
Sit : voiceless alveolar fricative
Size
Size of particles for the skill spending effect
Size of voice icon over player heads in inches
Size:
Skill1Radio
Skill2Radio
Skill3Radio
SkillAnim
SkillAnimPanel
SkillBackground
SkillBar
SkillDescription
SkillDescriptionLabel
SkillImage
SkillLabel
SkillLevelLabel
SkillNumberLabel
SkillPanel0
SkillPanel1
SkillPanel2
SkillPanel3
SkillPanel4
SkillPointsLabel
SkillPointsSlot0
SkillPointsSlot1
SkillPointsSlot2
SkillPointsSlot3
SkillPointsSlot4
SkillSlot0
SkillSlot1
SkillSlot2
SkillSlot3
SkillSlot4
SkillSlotSpare
SkillTitle
SkillToSpendDialog
SkillUndo
Skin
SkipIntro
Skipping unrecongized subcriterion '%s' in '%s'\n
Sky is blue?
SldBrightness
SldFilmGrain
SldGameVolume
SldHorizSens
SldMusicVolume
SldVertSens
SldVoiceReceiveVolume
SldVoiceTransmitVolume
SldVoiceVoxThreshold
Slider
Slider.DisabledTextColor1
Slider.DisabledTextColor2
Slider.NobColor
Slider.TextColor
Slider.TrackColor
SliderDragEnd
SliderMoved
SlideshowDisplayScreen
SlideshowImage
SloganLabel
Slow Jam
Slow Rock
SmallCourier
SmallMarineNameFont
SmallNumberFont
SmileEmoteTexture
Smoke
SmokeStackMaterials
SmokeTrail
Smooth client's view after prediction error over this many seconds
Smooth marine's render origin after prediction error over this many seconds
Smooth marine's render origin after prediction errors
Smooth player eye z coordinate when traversing stairs.
Smooth view/eye origin after prediction errors
Smoothing not supported with nonstandard sampling ratios
Snd_MusicVolume
Snd_PitchQuality
Snd_Surround_Speakers
Snow Debug Boxes.
Snow Enable
Snow fall speed scale.
Snow.
SnowFall
SoftLine
Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the image sharper, higher will make it blurrier)
Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)
Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 - off), (1.0 - full)
Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-alias blend strength), (3 - show averaged 'unlike' colour)
Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)
Software\NaturalPoint\NATURALPOINT\NPClient Location
SoloPlay
Sonata
Sorry, there are legal restrictions on arithmetic coding
Sort particles
Soul
Sound Clip
SoundCommand_t
SoundCommand_t pool
SoundData
SoundQuality
SoundSystem001
Soundmixer
Soundscape %s:Unknown command %s\n
Soundscape[%d]: %s\n
Soundtrack
Source Engine
SourceScheme
South
SouthEast
SouthWest
Southern Rock
Southpaw_Look
Southpaw_Move
Space
Spanish
SpareSkillPointsLabel
SpareSkillPointsTitle
Spatial Coordinate Offset
Spatial Entity Mgr
Spatial Noise Coordinate Scale
SpatialPartition001
Spawn particles on collision:
SpawnDelay
SpawnDuration
SpawnGroup
SpeakerSetup
Special Weapons\n
SpecialWeapons
Specify tracer style. 0=none 1=normal 2=grey line
Spectate next player
Spectate player by name
Spectate previous player
Spectated player changed...\n
SpectatingLabel
Spectators : %d
Speech
Speed
Speed Matching Strength
Speed Max
Speed Min
Speed at which marine slides into place when target locked in melee
Speed for drone's pitch jumping pose parameter transition
Speed that static lessons move along the Y axis.
SpeedScale
SpendPoint
Spend_Skill_Points
Spew player data.
Spin Strength
Spin down speed of minigun
Spin up speed of minigun
SpitSource
SplashScrollLine
Spline
Split screen users mimic base player's CUserCmds
SpnAutoCrouch
SpnInvertYAxis
SpnLookSensitivity
SpnVibration
SporeExplosion
SporeTrail
Spotlight end
SpraypaintList
Sprite
Sprite %d has non-mod_sprite model %s (type %d)\n
SquadEmote
SquadInventoryPanel
SquadInventoryPanelEntry
SquadInventoryTooltip
SquadMate_ExtraItem_hotkey_color
SquadMate_ExtraItem_hotkey_x
SquadMate_ExtraItem_hotkey_y
SquadMate_ExtraItem_quantity_color
SquadMate_ExtraItem_quantity_x
SquadMate_ExtraItem_quantity_y
SquadMate_ExtraItem_t
SquadMate_ExtraItem_w
SquadMate_ExtraItem_x
SquadMate_ExtraItem_y
SquadMate_bg_t
SquadMate_bg_w
SquadMate_bg_x
SquadMate_bg_y
SquadMate_bullets_bg_color
SquadMate_bullets_fg_color
SquadMate_bullets_t
SquadMate_bullets_w
SquadMate_bullets_x
SquadMate_bullets_y
SquadMate_class_icon_t
SquadMate_class_icon_w
SquadMate_class_icon_x
SquadMate_class_icon_y
SquadMate_clips_empty_color
SquadMate_clips_full_color
SquadMate_clips_spacing
SquadMate_clips_t
SquadMate_clips_w
SquadMate_clips_x
SquadMate_clips_y
SquadMate_health_t
SquadMate_health_w
SquadMate_health_x
SquadMate_health_y
SquadMate_name_color
SquadMate_name_dead_color
SquadMate_name_x
SquadMate_name_y
SquadMates_spacing
SquadMates_x
SquadMates_y
SquadMemberDied
StackToolsNotify_LoadedLibrary
StandB_1
StarringLabel
Start
Start Chainsaw Attach Sound\n
Start Chainsaw Off Sound\n
Start Of Frame 0x%02x: width=%u, height=%u, components=%d
Start Of Scan: %d components
Start Position Max:
Start Position Min:
Start of Image
Start position at the crosshair instead of the top middle of the screen.
Start roll:
StartAttachment
StartCustomMatchSearch
StartDisabled
StartGame
StartMap
StartParticleEffect:  Failed to find precached particle system for %d!!\n
StartRadius
StartTime
StartVoteTitle
StartWaitingForBlade1
StartWaitingForBlade2
Started lesson 
Starting pitch
Starts a new campaign game
StatGraph
StatGraph%d
StatGraphPlayer
StatNum
StaticPropMgrClient005
StatsAndAchievements
StatsBar
StatsBarLabel
StatsBarPanel
StatsReport
StatsTab
StatusBG
StatusLabel
Steam
Steam Error: Could not access Steam, bad mutex\n
Steam config directory: %s\n
SteamAPI_GetHSteamPipe
SteamAPI_GetHSteamUser
SteamAPI_InitSafe
SteamAPI_RegisterCallResult
SteamAPI_RegisterCallback
SteamAPI_UnregisterCallResult
SteamAPI_UnregisterCallback
SteamApp
SteamClient
SteamCloudConfirmation
SteamCloudDisabled
SteamCloudEnabled
SteamFriends006
SteamGameCoordinator001
SteamGameStats001
SteamMatchMaking008
SteamMatchMakingServers002
SteamNetworking003
SteamServersDisconnected
SteamStatsSessionEnd_client
SteamStatsSessionStart_client
SteamUser013
SteamUtils005
Steam\cached\offline_
Steam_OnUserStatsReceived for non local player %s (%s)\n
StepSounds
StimMusicSelectDialog
Stop
Stop Chainsaw Attach Sound\n
Stop Chainsaw Off Sound\n
Stop Effect after Duration
Stop the jukebox music
StopEmoteTexture
StopPanelAnimations
StopSound:  '%s' stopped as '%s' (ent %i)\n
StopSound:  Raw wave stopped '%s' (ent %i)\n
Stopped lesson 
Stopping jukebox...
StoppingPowerFlinchBonus
Stops all active screen shakes.\n
Stops all soundscape processing and fades current looping sounds
Stops all videos playing to the screen
Storage
StorePredictionResults
StoreUndo
Stores the chat filter settings 
Struct dump: %u bytes\n
Studio activity sequence mapping leak! (%s, %d)\n
StumbleBackward
StumbleForward
StumbleLeftward
StumbleRightward
StumbleShortBackward
StumbleShortForward
StumbleShortLeftward
StumbleShortRightward
Style
StyleLabel
StyleTitle
StylinCameraImage
SubPanel
SubTabPosition
Subject
SubmenuHotspot
Submit
Subtract
Success event 
Suffix for the demo UI
SuggestDifficultyPanel
SuitDamage.Sparks
SunMonTueWedThuFriSat
Sunday
Support
Support casting RTT shadows onto other renderables
SurvivalCheck
SurvivorListItem
Suspension not allowed here
Swarm Client
SwarmBackground
SwarmFrameScheme
SwarmScheme
SwarmSchemeNew
SwarmSelectionScreen
SwarmServerBrowserScheme
Swedish
Swing
Switch to firstperson camera.
Switch to orthographic camera.
Switch to thirdperson Maya-like camera controls.
Switch to thirdperson camera.
Switch to thirdperson-shoulder camera.
Switches between primary and secondary weapons
Symbol
Symphonic Rock
Symphony
SynTekCoolantValue
SynTekCoolingTowerLabel
SynTekDrivingPistonsLabel
SynTekEfficiencyNameLabel
SynTekEfficiencyValueLabel
SynTekEmergencyCoolantLabel
SynTekEnergyBusLabel
SynTekEnergyBusNameLabel
SynTekEnergyNameLabel
SynTekEnergyValueLabel
SynTekFlagLabel
SynTekHeader
SynTekHeatExchangerLabel
SynTekPrimaryCoolantLabel
SynTekReactorLabel
SynTekSecondaryCoolantLabel
SynTekTemperatureLabel
SynTekTemperaturesLabel
SyncKillChainsaw
Syslink
SystemParametersInfoA
T@#L4D360UI_MsgBx_ConfirmGuestTxt
T@asw_stim_cam_time
TCON
TELT
TELargeFunnel
TEShowLine
TE_ArmorRicochet
TE_BloodSprite
TE_BloodStream
TE_BreakModel
TE_Decal
TE_DispatchEffect %s %s
TE_DynamicLight
TE_Explosion
TE_GlowSprite
TE_MetalSparks
TE_MuzzleFlash
TE_PhysicsProp
TE_ProjectDecal
TE_ShatterSurface
TE_Smoke
TE_Sparks
TE_Sprite
TE_SpriteSpray
TE_WorldDecal
THEN token in response had a target '%s', but lacked any further info.\n
THEN token in response lacked any further info.\n
THEN token in response lacked contexts.\n
THen : voiced dental fricative
THin : voiceless dental fricative
TICK:%5d:Ragdoll separation count: %d\n
TIMEOUT
TINT_RGB
TIT2
TLK_ATE_FOOD
TLK_BUILDING_OBJECT
TLK_CAPTURED_POINT
TLK_CAPTURE_BLOCKED
TLK_CART_MOVING_BACKWARD
TLK_CART_MOVING_FORWARD
TLK_CART_STOP
TLK_DETONATED_OBJECT
TLK_DIED
TLK_FIREMINIGUN
TLK_FIREWEAPON
TLK_FLAGCAPTURED
TLK_FLAGPICKUP
TLK_HEALTARGET_CHARGEDEPLOYED
TLK_HEALTARGET_CHARGEREADY
TLK_HEALTARGET_STARTEDHEALING
TLK_HEALTARGET_STOPPEDHEALING
TLK_HURT
TLK_KILLED_OBJECT
TLK_KILLED_PLAYER
TLK_LOST_CONTROL_POINT
TLK_LOST_OBJECT
TLK_MEDIC_CHARGEDEPLOYED
TLK_MEDIC_CHARGEREADY
TLK_MEDIC_STARTEDHEALING
TLK_MEDIC_STOPPEDHEALING
TLK_MINIGUN_FIREWEAPON
TLK_ONFIRE
TLK_PLAYER_ACTIVATECHARGE
TLK_PLAYER_ATTACKER_PAIN
TLK_PLAYER_BATTLECRY
TLK_PLAYER_CHARGEREADY
TLK_PLAYER_CHEERS
TLK_PLAYER_CLOAKEDSPY
TLK_PLAYER_DISPENSERHERE
TLK_PLAYER_EXPRESSION
TLK_PLAYER_GO
TLK_PLAYER_GOODJOB
TLK_PLAYER_HELP
TLK_PLAYER_INCOMING
TLK_PLAYER_JEERS
TLK_PLAYER_LEFT
TLK_PLAYER_MEDIC
TLK_PLAYER_MOVEUP
TLK_PLAYER_NEGATIVE
TLK_PLAYER_NICESHOT
TLK_PLAYER_NO
TLK_PLAYER_PAIN
TLK_PLAYER_POSITIVE
TLK_PLAYER_RIGHT
TLK_PLAYER_SENTRYAHEAD
TLK_PLAYER_SENTRYHERE
TLK_PLAYER_TAUNT
TLK_PLAYER_TAUNTS
TLK_PLAYER_TELEPORTERHERE
TLK_PLAYER_THANKS
TLK_PLAYER_YES
TLK_ROUND_START
TLK_SPY_SAPPER
TLK_STALEMATE
TLK_SUDDENDEATH_START
TLK_TELEPORTED
TLK_WINDMINIGUN
TLOSS error\r\n
TODAY
TOLY
TOOLS/TOOLSNOLIGHT
TOPE
TPE1
TPE2
TRACE_HIT_NORMAL
TRACE_HIT_T
TRACE_P0
TRACE_P1
TRACKING ONLY
TRAIL_LENGTH
TRST
TabActiveBorder
TabBorder
TabPosition
TabPressed
Talk : voiceless bilabial stop
TalkingIcon
Tango
Target pitch when chainsaw starts to attack something
TeamLobby
Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
Teams will be scrambled if one team reaches this streak
Tech
TechClassIcon
TechFail
Tech\n
Techno
Techno-Industrial
Teleport other splitscreen player to my location.
Tells camera to change modes
TempEntity
Template %d = %s (addr:%d)\n
Template:
TemplateCombo
TerminateProcess
TeslaHitboxes
TeslaZap
Test
Test a hud element animation.\n\tArguments: <anim name>\n
Test a punch-style screen shake.\n
Test of movement speed returned in animstate code
Test shows cain mail
Test shows credits
Test spawning a clientside mesh emitter
Test the freeze frame code.
Test the hud notification UI
Test vgui panel positioning with title safe indentation
TestMicrophone
TestSpeakers
Test_ProxyToggle_EnsureValue
Test_ProxyToggle_EnsureValue: object doesn't exist on the client.
Test_ProxyToggle_EnsureValue: requires value parameter.
Test_ProxyToggle_EnsureValue: value (%d) doesn't match wanted value (%d).
Tests removing marines 1 and 3 from the stats screen
Text
TextChanged
TextClicked
TextColor
TextEntry
TextEntry.BgColor
TextEntry.CursorColor
TextEntry.DisabledBgColor
TextEntry.DisabledTextColor
TextEntry.FocusEdgeColor
TextEntry.OutOfFocusSelectedBgColor
TextEntry.SelectedBgColor
TextEntry.SelectedTextColor
TextEntry.TextColor
TextFont
TextInsetX
TextInsetY
TextKillFocus
TextLabel
TextMessage
TextMsg
TextNewLine
TextScane
Texture1
Texture2
Texture3
Texture4
TextureData
TextureDetail
TextureFrameNumVar
TextureScale
TextureScroll
TextureTransform
TextureVar
Thai
The alpha of the screen flash when the player is at low health (0.0 - 1.0)
The amount of time to wait until updating the FB
The client session ID for the new steam works gamestats.
The default color for the background.
The default color for the border.
The latency graph represents this many milliseconds.
The melee damage that marines do at level 1 (scales up with level)
The min distance at which to accurately draw the laser sight from the muzzle rather than using the shoot direction
The server session ID for the new steam works gamestats.
The spacing between panels.
The stick range where autoaim dampening is applied. 0 = off
The vgui panel used to edit emitters
Third Control Point Location
Third Control Point Number
Third Control Point Parent
ThirdPartyVideoCredits
This could be your Title.
This game has a minimum requirement of Shader Model 2.0 to run properly.\n
This template name already exists.  Your changes\nwill affect all emitters using this template.
ThreadInMainThread
ThreadInterlockedAssignIf64
ThreadSleep
ThreatString
Three keys down for a button '%c' '%c' '%c'!\n
Threshold for joy_autoattack
ThresholdLabel
Thumbnail
Thursday
Tile
Tile %d %d %d
Tile coords out of bounds! %d,%d\n
Tilt
Time
Time Coordinate Offset
Time Noise Coordinate Scale
Time after round win until round restarts
Time allowed to vote on a map/campaign/saved game change.
Time before the player automatically aims in the direction of movement.
Time between respawn waves.
Time between starting a new bait throw
Time between starting a new flare throw
Time between starting a new healgrenade throw
Time duration of box filter to pass over phonemes.
Time during which a new pose activity layer is shown in green in +posedebug UI
Time for chainsaw attack sound to fade out
Time it takes for a full capture point to deteriorate.
Time scale during death cam
Time scale during objective updates
Time scale during stimpack slomo
Time spend frozen in observer freeze cam.
Time taken to fade in rocket loop sound
Time taken to zoom in to frame a target in observer freeze cam.
Time that it takes to do the full stats time scrub.
Time to blend into the death cam
Time to blend out of the death cam
Time to crossfade sound effects between soundscapes
Time to do the slowdown death cam
Time to hold on the dying marine at time ramps back up
Time to hold on the dying marine at time ramps back up if they died
Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
TimeLeft
TimeLine
TimeScrub
TimeScrubBar
TimeStamp%d
TimeSubmitted
Timed out.
TipText
TipTitle
Title
TitleBG
TitleBGBottom
TitleBGLine
TitleButtonBorder
TitleButtonDepressedBorder
TitleButtonDisabledBorder
TitleFont
TitleIcon
TitleIconShadow
TitleLabel
TlsAlloc
TlsFree
TlsGetValue
TlsSetValue
Toggle deferred shadow rendering
Toggle low-res deferred shadow rendering
Toggle the 3-way animation blending code.
ToggleButton
ToggleButton.SelectedTextColor
ToggleColumnVisible
ToggleTexture
ToggleVoice
Toggles showing which blocks are pending/loaded async.
Too many color components: %d, max %d
Too many depth textures rendered in a single view!\n
Too many dirty renderables!\n
Too many flashlights rendered in a single view!\n
Too many simultaneously active particle systems!\n
ToolTipBorder
Tools
Tooltip.BgColor
Tooltip.TextColor
Top 40
TopBar
TopBarLine
TopLeftBracketTexture
TopRightBracketTexture
Topdown games set this to handle distance and offscreen location differently.
Total Players: %i
TotalLevelTime
Trace Direction Override
Trace Length
Trace Update Rate
TraceAttackOffsetForward
TraceAttackOffsetRight
TraceAttackOffsetUp
TraceDistance
TraceHullSize
TracePanel
Tracer
TracerSound
Track
TrackIR Max Pitch
TrackIR Max Roll
TrackIR Max X
TrackIR Max Y
TrackIR Max Yaw
TrackIR Max Z
TrackIR Start
TrackIR Stop
TrackIR initialized [%d]\n
TrackIR shut down\n
TrackName
Tracks an entity in spec mode
Traditional_Chinese
Trail Length
Trail Length Random
TrailPoint_t
Trailer
Train
Trance
TransitionScreen
TranslationData
TravelTime
TreeImage
TreeNode
TreeNodeDropPanel
TreeNodeText
TreeView
TreeView.BgColor
TreeViewFinishRangeSelection
TreeViewItemDeselected
TreeViewItemSelected
TreeViewItemSelectionCleared
TreeViewStartRangeSelection
Tribal
Tried to add Ingame_Panel that is already on the list\n
Tried to remove an Ingame_Panel that wasn't on the list\n
Trip-Hop
True if the joystick is enabled, false otherwise.
Trying to load more than 9 menu items in voicecommands.txt, extras ignored
Trying to play unknown soundscape %s\n
Tuesday
Tumbler
TumblerControl
TumblerEntry
TumblerEntryEcho
TumblerStatusBlock
TumblerStatusBlockLabel
Turn off achievements.
Turn off pose debugger or hide ents from pose debugger UI
Turn on achievement debug msgs.
Turn on pose debugger or add ents to pose debugger UI
Turning rate of remote controlled turrets
Turns on turbo physics
TurretCrosshair
TurretFont
TurretTextTopLeft
TurretTextTopLeftGlow
TurretTextTopRight
TurretTextTopRightGlow
TurretTexture
Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescreen)
Two player split screen uses vertical split (do not set this directly, use ss_splitmode instead).
TxtPasswordEntry
Type %s of meta class %s undefined!\n
Type '%s' unknown
T~OXu
U AXIS NEG
U AXIS POS
UCCASWHudObjective::Paint
UI Footer: Help fonts not initialized!\n
UI/buttonclick.wav
UI/display
UI/menu_accept.wav
UI/menu_back.wav
UI/menu_countdown.wav
UI/menu_focus.wav
UI/menu_invalid.wav
UI/nochapter
UIND
UNICODE
UNKNOWN
UPARROW
UPDATE_INTERVAL
URLButton
URLLabel
URLText
URn : rhotacized lower-mid central vowel
URn : rhotacized schwa
USER32.DLL
USER32.dll
UTF-16LE
UTF-8
UTIL_LoadFileForMe:  Couldn't allocate buffer of size %i for file %s\n
UUUUU
UUUUUU
UV88
UVLX8888
UVWQ8888
Unable to condump to 
Unable to create lock for %s\n
Unable to create new save game.\n
Unable to create non-precached breakmodel %s\n
Unable to create object of type %d\n
Unable to determine platform directory\n
Unable to find mapping for flexcontroller %i, settings %p on %i/%s\n
Unable to find type of meta class %s in file %s\n
Unable to load #included script %s\n
Unable to load SO cache for %llu\n
Unable to load SO cache for invalid steam ID\n
Unable to load sprite material %s!\n
Unable to load surface prop file '%s' (referenced by manifest file '%s')\n
Unable to lock steamID %s in YieldingStopGameserver\n
Unable to lock steamID %s in YieldingStopPlaying\n
Unable to parse session details for %s\n
Unable to play video: %s\n
Unable to read file %s!\n
Unable to read particle definition %s! UtlBuffer is probably the wrong type!\n
Unable to restore binary scene '%s'\n
UncachedParticleEmitter
Underwater.BulletImpact
Undo
UndoButton
Unexpected EOF in quoted string
Unexpected marker 0x%02x
Unhandled GameEvent in ClientModeShared::FireGameEvent - %s\n
Unhandled RifleShellEject effect\n
Unhandled ShellEject effect\n
Unhandled ShotgunShellEject effect\n
Unhandled eject brass animevent\n
UnhandledExceptionFilter
Uniform speed
UniformNoise
Unique
Unknown
Unknown APP0 marker (not JFIF), length %u
Unknown APP14 marker (not Adobe), length %u
Unknown Adobe color transform code %d
Unknown Mission
Unknown MsgType (%d) - Not Found
Unknown exception
Unknown version %d for vpk %s
UnlitGeneric
UnlockLabel
Unnamed Attack
Unnamed Mission
UnpinnedCornerOffsetX
UnpinnedCornerOffsetY
Unrecognized component IDs %d %d %d, assuming YCbCr
Unserialize
UnserializeDMX: Unable to open file "%s"\n
Unsupported JPEG data precision %d
Unsupported JPEG process: SOF type 0x%02x
Unsupported color conversion request
Unsupported marker type 0x%02x
UnusedBarPanel
UpArrow
Update event 
UpdateClientSideAnimations
UpdateControlData
UpdateJalopyRadar
UpdatePlayerName with bogus slot %d\n
UpdateShadowDepthTexture (%s)
UpdateWindow
Updated looping radius sound %d to vol=%f\n
Updates marine visibility
Updates shadows at half the framerate
Updates visibility bits.
Updating physics on object in hierarchy %s!\n
Upward boost given to skill spend particles
UrE66!Ap
Usable = %d
Usage:  %s <entindex>
Usage:  rr_debugresponseconcept_exclude  Concept1 Concept2 Concept3...\n
Usage: %s x y z f a d\nwhere x,y,z are direction of screen punch\n      f     is  frequency (1 means three bounces before settling)\n      a     is  amplitude\n      d     is  duration\n
Usage: ASW_LoadCampaign [SaveName] [SP|MP]\n
Usage: ASW_StartCampaign [CampaignName] [SaveName] [SP|MP]\n   Use 'auto' for SaveName to have an autonumbered save.\n
Usage: asw_build_map <map name>
Usage: asw_main_menu_option [host type] [chooser type]
Usage: asw_vote_chooser [chooser type]
Usage: commentary_showmodelviewer <model name> <optional attached model name>\n
Usage:\n   testhudanim <anim name>\n
Use Eye Orientation
Use IK on in-place turns.
Use SIMD bone setup.
Use death cam
Use fast reload mechanic?
Use keyboard sample time smoothing.
Use particle tracers instead of the old school HL2 ones
Use radius for Per Particle Trace Length
Use sequential CP pairs between start and end point
Use:
Use:%d
UseAdaptiveWeighting
UseAreaFont
UseChannelWeighting
UseIcon
UseIconFont
UseIconGlowFont
UseRecommended
UseSSE2
UseTemplate uncache force\n
UseText
Used for stress-testing particle systems. Randomly denies creation of particles.
UsedVoice
Usedvoiced
UserData
UsesCloudLabel
Using joystick '%s' configuration\n
UuidCreate
UuidFromStringA
UuidToStringA
V-Ai
VALVE-MODULE-DEBUG-%08X
VASWMissionChooser001
VAvi001
VBAllocTracker001
VBik001
VCLIENTENGINETOOLS001
VCLIENTMATERIALSYSTEM001
VCLIENTTOOLS001
VClient016
VClientDllSharedAppSystems001
VClientEntityList003
VClientPrediction001
VCm_hFont
VDataCache003
VDebugOverlay004
VDmeMakeFileUtils001
VEHICLE
VENGINE_GAMEUIFUNCS_VERSION005
VERSION
VERSION %.1f\r\n\r\n
VEngineClient013
VEngineClientStringTable001
VEngineCvar007
VEngineEffects001
VEngineModel016
VEngineRandom001
VEngineRenderView013
VEngineShadowMgr002
VEngineVGui001
VFileSystem017
VGUI
VGUI Build Mode Editor
VGUI textures
VGUI/hud/damage/damage_FF_icon
VGUI/hud/damage/damage_blast01
VGUI/hud/damage/damage_bullet01
VGUI/hud/damage/damage_bullet02
VGUI/hud/damage/damage_generic01
VGUI/hud/damage/damage_screen01
VGUI/hud/damage/damage_slash01
VGUI/hud/damage/damage_slash02
VGUI/hud/damage/damage_slash03
VGUI/hud/damage/damage_slash04
VGUI/hud/damage/damagecensor03
VGUI/swarm/UseIcons/PanelLocked
VGUI/swarm/UseIcons/PanelNoPower
VGUI/swarm/UseIcons/PanelUnlocked
VGUI/swarm/UseIcons/UseIconDoorFullySealed
VGUI/swarm/UseIcons/UseIconDoorPartlySealed
VGUI/swarm/UseIcons/UseIconTakeAmmoDrop
VGUI/swarm/UseIcons/UseIconTakeAutogunAmmo
VGUI/swarm/UseIcons/UseIconTakeFlamerAmmo
VGUI/swarm/UseIcons/UseIconTakeMiningLaserAmmo
VGUI/swarm/UseIcons/UseIconTakePDWAmmo
VGUI/swarm/UseIcons/UseIconTakePistolAmmo
VGUI/swarm/UseIcons/UseIconTakeRailgunAmmo
VGUI/swarm/UseIcons/UseIconTakeRifleAmmo
VGUI/swarm/UseIcons/UseIconTakeShotgunAmmo
VGUI/swarm/UseIcons/UseIconTakeVindicatorAmmo
VGUI/swarm/loading/BGFX01
VGUIComputerFrame
VGUIMenu
VGUI_Input005
VGUI_InputInternal001
VGUI_Panel009
VGUI_Scheme010
VGUI_Surface031
VGUI_System010
VGUI_TARGET_EDGE
VGUI_TARGET_LOOKUP
VGUI_TARGET_NAME
VGUI_ivgui008
VGuiModuleLoader003
VGuiModuleTracker001
VGui_DrawHud
VISIBLE
VKeyboard
VM Did not start!\n
VMDLLIB001
VMaterialSystem080
VMaterialSystem2_001
VMaterialSystemStub001
VModEnable %d
VModelInfoClient004
VNewAsyncFileSystem001
VOID
VOL_NORM
VP4002
VPanel
VParticleSystemQuery004
VPhysics031
VPhysicsCollision007
VPhysicsSurfaceProps001
VPrecacheSystem001
VProcessUtils002
VResourceAccessControl001
VSCRIPT: Started VScript virtual machine using script language '%s'\n
VScript
VScriptManager009
VSoundEmitter003
VStudioRender026
VSync
VSyncDisabled
VSyncEnabled
VSyncTripleBuffered
VTEX_003
VTFFileBaseHeader_t
VTFFileHeaderV7_1_t
VTFFileHeaderV7_2_t
VTFFileHeaderV7_3_t
VTFFileHeaderX360_t
VTFFileHeader_t
V_MakeAbsolutePath: _getcwd failed.
V_MakeAbsolutePath: tried to ".." past the root.
Val : voiced labialdental fricative
Value
ValueBox
ValueLabel
ValueStamp%d
ValveBiped.Bip01_R_Hand
ValvePlatformUIMutex
ValvePlatformWaitMutex
Valvebiped.Bip01_L_Hand
VarData dump: %u bytes\n
Variables
VarsButton
VarsMenu
Vegas
Velocity Inherit from Control Point
Velocity Max:
Velocity Min:
Velocity Noise
Velocity Random
Velocity Repulse from World
Velocity Set from Control Point
Velocity retained on collision:
VelocityMaxX
VelocityMaxY
VelocityMaxZ
VelocityMinX
VelocityMinY
VelocityMinZ
Vents
Verdana
VerdanaSmall
Version mismatch, expecting %f, got %f
VersusSoftLock
VertAmmoBarTexture
VertScrollBar
Vertical view fixup when eyes are near water plane.
VguiScreen
Video
VideoBIKMaterial%i
VideoConfig
VideoPanel
VideoPanelScheme
ViewEffects
ViewPortBackGround
ViewSmoothingData_t
ViewportBG
Virtual array controller messed up
VirtualAlloc
VirtualFree
Visibility Alpha Scale maximum
Visibility Alpha Scale minimum
Visibility Proxy Input Control Point Number
Visibility Proxy Radius
Visibility Radius Scale maximum
Visibility Radius Scale minimum
Visibility input distance maximum
Visibility input distance minimum
Visibility input dot maximum
Visibility input dot minimum
Visibility input maximum
Visibility input minimum
VisibleHotspot
VisitCampaignWebsite
Vismon range
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
Vocal
Voice
Voice chat uses a vox-style always on
Voice icons are this many inches over player eye positions
VoiceCommands
VoiceCommunicationDisabled
VoiceCommunicationEnabled
VoiceCommunicationOpenMic
VoiceCommunicationPushToTalk
VoiceIcon
VoiceMask
VoiceReceive
VoiceThreshold
Volume
Volume of scanner idle loop
Volume of scanner warning beeps
VoteBG
VoteButton
VoteNo
VoteOptions
VotePanel
VoteYes
VoxManager
W 7x
WALK
WARNING! ASW Vehicle packet buffer overflow, last cmd was %i bits long\n
WARNING! Field %s is using the wrong FIELD_ type!\nFix this or you'll see a crash.\n
WARNING! User command buffer overflow(%i %i), last cmd was %i bits long\n
WARNING: Failed to create attribute '%s' - likely out of memory in s_DMXAllocator!\n
WARNING: Failed to load default holdout resource file.  'resource/holdout/HoldoutWaves_Default.txt' is missing!\n
WEAPON1
WEAPON2
WEST
WIN32
WLabel
WOL: 0x%x (%s)
WValue
WWWWWWWWWWWWWWW
WaitForMultipleObjects
WaitForSingleObject
WaitScreen
Warning
Warning! Encountered old format VTF file; please rebuild it!\n
Warning:  %s = '%s' is infinite, clamping value.\n
Warning: overflowed CClientRenderablesList group %d
Warning: thumbnail image size does not match data length %u
Warning: unknown JFIF revision number %d.%02d
WarningGlowLabel
WarningLabel
Water material: %s dist to water: %f\nforcecheap: %s forceexpensive: %s\n
WaterDetail
WaterExplosionEffect.Sound
WaterLOD
WaterSurfaceExplosion
WaveAnnounce
WaveAnnounceLabel
WaveComplete
WaveCompleteLabel
WaveNumber
WavePanelCountdownLabel
WavePanelCountdownTimeLabel
WaveProgressBar
WaveProgressBarBG
WeaponButton0
WeaponButton1
WeaponButton2
WeaponDatafile
WeaponDetail0
WeaponDetail1
WeaponDetail2
WeaponDetail3
WeaponDetail4
WeaponDetail5
WeaponDetail6
WeaponImage
WeaponSprites
WeaponSwitch_smg1
WeaponUnlockPanel
Weapon_Crossbow.BoltHitBody
Weapon_Crossbow.BoltSkewer
Weapon_Unlocked_Panel
Weapon_t
Weapon_w
Weather effects wind direction angle
Weather effects wind speed scalar
Website
Wednesday
WeightB
WeightG
WeightR
WeldTexture
West
WheelDust
When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
When playing back a scene, print timing and event info to console.
When set user can create public lobbies instead of matching
When set, creating a game will pick a random mission
When time scale drops below this value, the stim cam will show
When using smoothing, this is the min screenspace width it lets a rope shrink to
Whether Swarm data should be stored in the Steam Cloud
Whether aliens should have flashlight directional shadows
Whether clients compile random maps rather than getting sent them
Whether local dlight's offset is rotated by marine facing
Whether marines are killed in the roster if a mission is completed with the marine dead
Whether marines collide with each other or not, in a multiplayer game
Whether play online displays a browser or plain search dialog.
Whether scanlines should be single or double pixel
Whether the medal collection shows singleplayer or multiplayer
Whether to invert the Y axis of the joystick for looking.
Whether to show player names under marines or not.  Set to 2 to show both player and marine name.
Whether to show the marine name
Whether vpk associations are enabled for this mod
Whether your marines should autoreload when reaching 0 bullets
Which scanner idle sound is used (from 1 to 4)
Which scanner warning sound is used (from 1 to 3)
Which stick controls movement (0 is left stick)
White
WhiteTexture
WideCharToMultiByte
Width
Width of glow outline effect in screen space.
Width of the ricochet targeting laser
Wildcat
WindowDisabledBgColor
Windowed
WindowedNoBorder
Windows
Windows mouse acceleration initial threshold (2x movement).
Windows mouse acceleration secondary threshold (4x movement).
Windows mouse speed factor (range 1 to 20).
Wingman warrior hack related to turn axes.
WireLabel
WireTileContainer
Wireframe
With : voiced labial-velar approximant
Wolfe
WorkingAnim
World Rendering
World friction.
World gravity.
WorldDims
WorldRendererMgr001
Worldspace Render Bounds: [%.2f %.2f %.2f] -> [%.2f %.2f %.2f]\n
WrapMinMax
WrapStaticLocators
WrappedLabel
WrenchTexture
Write failed on temporary file --- out of disk space?
Write to EMS failed
Write to XMS failed
WriteConsoleA
WriteConsoleW
WriteFile
WriteUsercmd: from=%d to=%d\n
Wrong JPEG library version: library is %d, caller expects %d
X AXIS NEG
X AXIS POS
X2CQ
X360
X4I+
X8bU2qll
XBfreezecam_started
XCeffects/laser1
XPBar
XPBreakdownBackground
XPDifficultyScaleNumber
XPDifficultyScaleTitle
XPTab
XPUpdate
XY velocity only
X_BUTTON
XboxLive
XboxSystemInterface001
Xx81uBl)
Y AXIS NEG
Y AXIS POS
Y?Mi
Y_BUTTON
Yacht : voiced palatal approximant
YellowBlood
Yellowish
YesButton
YesCount
You have been voted off
Z AXIS NEG
Z AXIS POS
ZOOM
Zap : voiced alveolar fricative
Zjz\v
ZoomHotbarIcon
ZyrI
[ %2d  ]    Model: %s
[ no resource file associated with dialog ]
[%8.3f] hitch on %s:%s:%d:%d\n
[%8.3f] stall blend %.2f on %s:%s:%d:%d\n
[%d] Assigning campaign frame\n
[%d] Could not find Hud Element: %s\n
[%d] Game rules state changed to %d\n
[%i] bool (%s)\n
[%i] color (%i %i %i %i)\n
[%i] float (%f)\n
[%i] integer (%i)\n
[%i] short (%i)\n
[%i] string (%s)\n
[%i] vector (%f %f %f)\n
[%s] Awarding XP to player %s:\n
[A:%u:%u:%u]
[C] CASW_Melee_System::ValidateMeleeAttacks(): Sequence %s not found for melee attack %s\n
[C] C_ASW_Marine::ApplyMeleeDamage(): %s(): [%.3f] Doing %f melee damage damage to %d:%s\n
[C] Roster %d selected=%d\n
[C] marine ProcessMuzzleFlashEvent\n
[Cloud]: FAILED retrieved %s from remote storage into %s\n
[Cloud]: FAILED writing %s from local storage into remote file %s\n
[Cloud]: SUCCEESS retrieved %s from remote storage into %s\n
[Cloud]: SUCCEESS wrote %s from local storage into remote file %s\n
[Controller] Leaving controller mode\n
[Controller] Starting controller mode\n
[GAMEUI] After close all windows:\n
[GAMEUI] CAttractScreen::OnMsgResetCancelFn\n
[GAMEUI] CAttractScreen::SetAttractMode(%d)\n
[GAMEUI] CAttractScreen::SetBladeStatus( %d )\n
[GAMEUI] CAttractScreen::StartGameWithTemporaryProfile_Stage1 - pri=%d\n
[GAMEUI] CBaseModPanel::CloseAllWindows( 0x%x )\n
[GAMEUI] CBaseModPanel::CloseAllWindows() - Keeping bkgnd type %d of priority %d.\n
[GAMEUI] CBaseModPanel::CloseAllWindows() - Keeping loading type %d of priority %d.\n
[GAMEUI] CBaseModPanel::CloseAllWindows() - Keeping msgbox type %d of priority %d.\n
[GAMEUI] CBaseModPanel::OnFrameClosed( %d, %d ) -> Activated `%s`, pri=%d\n
[GAMEUI] CBaseModPanel::OnFrameClosed( %d, %d )\n
[GAMEUI] CBaseModPanel::OnGameUIActivated( delay = %d )\n
[GAMEUI] CBaseModPanel::OnGameUIHidden()\n
[GAMEUI] CBaseModPanel::OnLevelLoadingFinished( %s, %s )\n
[GAMEUI] CChangeStorageDevice::OnDeviceSelected( 0x%08X )\n
[GAMEUI] CloseWaitScreen( %s )\n
[GAMEUI] Closing all windows\n
[GAMEUI] Executing delayed UI activation\n
[GAMEUI] GenericConfirmation::SetMessageText : %s\n
[GAMEUI] GenericConfirmation::SetWindowTitle : %s\n
[GAMEUI] Handling ingame menu command %s from user%d ctrlr%d\n
[GAMEUI] Handling main menu command %s from user%d ctrlr%d\n
[GAMEUI] Handling options menu command %s from user%d ctrlr%d\n
[GAMEUI] OnLevelLoadingStarted - opening loading progress (%s)...\n
[GAMEUI] OnOpen( `%s`, caller = `%s`, hidePrev = %d, setActive = %d, wt=%d, wpri=%d )\n
[GAMEUI] OpenWaitScreen( %s )\n
[GAMEUI] OpenWindow: Another window %p`%s` is having priority %d, deferring `%s`!\n
[GAMEUI] PasswordEntry::SetMessageText : %s\n
[GAMEUI] PasswordEntry::SetWindowTitle : %s\n
[GAMEUI] Priorities WT: 
[GAMEUI] SetActiveWindow: Another window %p`%s` is having priority %d, deferring `%s`!\n
[GAMEUI] TakeDownConfirmation( %s )\n
[GAMEUI] UpdateWaitPanel( %S )\n
[GAMEUI] UpdateWaitPanel( %s )\n
[GS %s - %7.2f] %s
[M:%u:%u:%u]
[NO NAME]
[not firing]
[nothing currently selected]
[thunk]:
\KunN
\T4Y
\bin\addoninstaller.exe
\f@IGameSystem::PostInitAllSystems - Finish
\fO4W
\fxMW
\high
\materials\VGUI\logos\
\n%GExperience bar in briefing set xp to %d\n
\n------- CLIENT SOUNDSCAPES -------\n
\nCurrent exclude list:\n
\nVSCRIPT: Scripting is disabled.\n
\n\nTotal Frames : %3i\n\n
\platform\
\r\nThis application has requested the Runtime to terminate it in an unusual way.\nPlease contact the application's support team for more information.\r\n
\t!( ["%s"]->IsInstanceActive() 
\t!FClassnameIs( [%s] 
\t![%s]->GetWeaponInSlot( 
\t![%s]->IsInhabited()
\t![%s]->Weapon_CanUse([%s]) 
\t![%s]->Weapon_CanUse([%s])\n
\t![%s]->Weapon_OwnsThisType([%s] 
\t%s %2.2f -> %2.2f\n
\t%s %d -> %d\n
\t'%s' is not a known concept (adding it anyway)\n
\t( ["%s"]->IsInstanceActive() 
\tASWGameRules()->IsTutorialMap()
\tAdding close event 
\tAdding onopen event 
\tAdding open event 
\tAdding success event 
\tAdding update event 
\tAll elements returned true. Closing!\n
\tAll elements returned true. Opening!\n
\tAll elements returned true. Succeeding!\n
\tC_BaseEntity::Instance([%s]->GetUseEntity()) != [%s]\n
\tC_BaseEntity::Instance([%s]->GetUseEntity()) == [%s]\n
\tCloseOpportunity()\n
\tEntity param "%s" returned NULL.\n
\tFClassnameIs( [%s] 
\tFailed delayed player swap!
\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s] 
\tGET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->OwnsHotBarSlot( [%s], [%s] 
\tIsPresentComplete() 
\tListen for close event 
\tListen for open event 
\tListen for success event 
\tMarkSucceeded()\n
\tParam BaseCombatWeapon returned NULL!\n
\tParam handle as ASW_Weapon and ASW_Pickup returned NULL!\n
\tParam selecting string is out of range!\n
\tPlayer param "%s" returned NULL.\n
\tPresentEnd()\n
\tPresentStart()\n
\tPrevious element returned false.\n
\tQ_strcat([%s], [%s] 
\tQ_strcmp([%s] 
\tQ_strcpy( [%s], [%s]->GetPlayerName() 
\tQ_strcpy( [stringINVALID], [%s]->GetPlayerName() 
\tQ_strcpy([%s], [%s] 
\tQ_stricmp( [%s]->ModelName() 
\tScopeIn()\n
\tScopeOut()\n
\tStringHasPrefix([%s] 
\tSuccessful delayed player swap!
\tUTIL_CountNumBitsSet([%s]) 
\tUnknown resource type specified "%s", value "%s"\n
\tVar GetActiveWeapon returned NULL!\n
\tVar GetWeaponInSlot returned NULL!\n
\tVar handle as ASW_Marine returned NULL!\n
\tVar handle as ASW_Player returned NULL!\n
\tVar handle as ASW_Sentry_Base returned NULL!\n
\tVar handle as ASW_Weapon returned NULL!\n
\tVar handle as BaseAnimating returned NULL!\n
\tVar handle as BaseCombatCharacter returned NULL!\n
\tVar handle as BasePlayer returned NULL!\n
\tVar handle as Player returned NULL!\n
\tVar handle or Param handle returned NULL!\n
\tVar handle returned NULL!\n
\t[%s] != [%s]\n
\t[%s] *= [%s] 
\t[%s] += [%s] 
\t[%s] -= [%s] 
\t[%s] = C_BaseEntity::Instance([%s]->GetPotentialUseEntity())\n
\t[%s] = C_BaseEntity::Instance([%s]->GetUseEntity())\n
\t[%s] = [%s] 
\t[%s] = [%s]->GetActiveWeapon()
\t[%s] = [%s]->GetMarine()
\t[%s] = [%s]->GetMarine()\n
\t[%s] = [%s]\n
\t[%s] == [%s]\n
\t[%s]->AllowedToPickup( [%s] )
\t[%s]->AllowedToPickup()
\t[%s]->CanHack()
\t[%s]->CanOffhand()
\t[%s]->GetActiveWeapon()->Clip1Percentage() 
\t[%s]->GetActiveWeapon()->GetName() 
\t[%s]->GetHealth() 
\t[%s]->GetTeamNumber() 
\t[%s]->GetWeaponInSlot( 
\t[%s]->HasAnySecondary()
\t[%s]->HasSecondary()
\t[%s]->HasSpareWeapon()
\t[%s]->HealthFraction() 
\t[%s]->WantsDismantle()
\t[%s]->WeaponIsOffensive()
\t[%s]->Weapon_CanUse([%s]) 
\t[%s]->Weapon_CanUse([%s])\n
\t[%s]->Weapon_OwnsThisType([%s] 
\t[%s]->WillSwap( [%s] )
\t[entity1] = [%s]->GetWeapon([%s] 
\t[entityINVALID] = C_BaseEntity::Instance([%s]->GetPotentialUseEntity())\n
\t[entityINVALID] = C_BaseEntity::Instance([%s]->GetUseEntity())\n
\t[entityINVALID] = [%s]->GetActiveWeapon()\n
\t[entityINVALID] = [%s]->GetMarine()\n
\t[output] = [%s]->AngularDistTo( [%s] )
\t[output] = [%s]->AngularDistTo( [%s] ) 
\t[output] = [%s]->DistTo( [%s] )
\t[output] = [%s]->DistTo( [%s] ) 
\t[output] = [%s]->Weapon_GetActiveSlot() ...\n
\t[output] = [%s]->Weapon_GetSlot() 
\t[output] = [%s]->Weapon_GetSlot([%s] 
\t\tElement "%s %s" added.\n
\t\tSetInfo\r\n
\t\t\t"%s" "%s"\r\n
\t\t{ "%i" }\r\n
\t\t{ "%s" }\r\n
\t\t{ BOOL }\r\n
\t\t{ NUMBER %s %s }\r\n
\t\t{ STRING }\r\n
\t\t{\r\n\t\t\tLIST\r\n
\tcall with no arguments to see this message and a list of current excludes.\n
\tm_fLockTime = gpGlobals->curtime\n
\tm_fOutput = GET_HUDELEMENT( CASW_Hud_Squad_Hotbar )->GetHotBarSlot( [%s] 
\tseparate multiple concepts with spaces.\n
\tto reset the exclude list, type "rr_debugresponseconcept_exclude !"\n
]?phonemes
]Gmuzzle
^GCamo
^\sY0
_AssertValidReadPtr
_AssertValidWritePtr
_ExitOnFatalAssert
__DepthWrite01
__MsgFunc_BroadcastPatchAudio
__MsgFunc_BroadcastStopPatchAudio
__MsgFunc_LaunchCredits\n
__NETMESSAGE__1
__NETMESSAGE__2
__NETMESSAGE__3
__NETMESSAGE__4
__NETMESSAGE__5
__NETMESSAGE__6
__UNKNOWN__
___error
__background
__based(
__cdecl
__clrcall
__fastcall
__int128
__int16
__int32
__int64
__int8
__particlesDepthWrite
__pascal
__ptr64
__restrict
__stdcall
__thiscall
__unaligned
__utilVertexColor
__utilWireframe
__utilWireframeIgnoreZ
_antialias
_blank
_cabs
_fov
_gamestats.dat
_hypot
_language
_level_sounds.txt
_logb
_minmode
_mp3/%s.mp3
_new
_nextafter
_res
_rt_ASWMotionBlur
_rt_Camera
_rt_FullFrameDepth
_rt_FullFrameFB
_rt_FullFrameFB%d
_rt_FullFrameFB1
_rt_FullScreen
_rt_PowerOfTwoFB
_rt_ShadowDepthTexture_%d
_rt_ShadowDummy
_rt_Shadows
_rt_SmallFB0
_rt_SmallFB1
_rt_WaterReflection
_rt_WaterRefraction
_rt_eyeglint
_spraypaint
_to_curve_
_xlsp
`>gunshotsplash
`Asprites/lgtning.vmt
`RTTI
``@ASWComputer.TimeOut
`adjustor{
`anonymous namespace'
`c@resource/UI/NukeDetonation.res
`copy constructor closure'
`default constructor closure'
`dynamic atexit destructor for '
`dynamic initializer for '
`eh vector constructor iterator'
`eh vector copy constructor iterator'
`eh vector destructor iterator'
`eh vector vbase constructor iterator'
`eh vector vbase copy constructor iterator'
`h`hhh
`local static destructor helper'
`local static guard'
`local static thread guard'
`local vftable constructor closure'
`local vftable'
`managed vector constructor iterator'
`managed vector copy constructor iterator'
`managed vector destructor iterator'
`non-type-template-parameter
`omni callsig'
`placement delete closure'
`placement delete[] closure'
`scalar deleting destructor'
`string'
`template static data member constructor helper'
`template static data member destructor helper'
`template-parameter
`typeof'
`udt returning'
`unknown ecsu'
`vbase destructor'
`vbtable'
`vcall'
`vector constructor iterator'
`vector copy constructor iterator'
`vector deleting destructor'
`vector destructor iterator'
`vector vbase constructor iterator'
`vector vbase copy constructor iterator'
`vftable'
`virtual displacement map'
`vtordispex{
`vtordisp{
a?Locator Panel has no free targets!\n
a@ObjectiveTitlePanelLabel
aC%I
aDJ=
aEUnable to load manifest file '%s'\n
aZure : voiced postalveolar fricative
a\rxg[
a\v6<$quality
abcdefghijklmnopqrstuvwxyz
absolute
absolute value
absolutetags
accelerate position
accepted
access
achieved
achievement
achievement_debug
achievement_disable
achievement_earned
achievement_earned %d %d
achievement_event
achievement_name
achievement_notification_test
achievement_write_failed
achievements/%s
acid_touch
acos
action
actionScale
activating carnage mode\n
activating hardcore mode\n
activating normal mode\n
activating uber mode\n
active
activeColor
active_object_count
activeborder_override
activedirectory
activity
actor
adding panel to controller focus list: %s:%s\n
additive
addonContent_BossInfected
addonContent_Campaign
addonContent_CommonInfected
addonContent_Map
addonContent_Music
addonContent_Script
addonContent_Skin
addonContent_Sound
addonContent_Survivor
addonContent_prop
addonContent_weapon
addonDescription
addonauthor
addonimage
addonimage.jpg
addonimage.tga
addonimage.vmt
addonimage.vtf
addoninfo.txt
addonlist.txt
addons
addontitle
address
adrenaline_used
advcrosshair
aggregation radius
ai_addon
ai_addon_basecombatweapon
ai_debug_shoot_positions
ai_shot_bias_max
ai_shot_bias_min
aim_pitch
aim_yaw
aim_yaw: %.2f
album
alien
alien_died
alien_hurt
align
alignment
allcaps
allowMouseWheel
allow_overhead
allow_rot
allowoutofrange
allowstatic
alpha
alpha_fade
alpha_fade_in_random
alpha_fade_out_random
alpha_max
alpha_min
alpha_random
alpha_random_exponent
altfiretext
ambientpositionoverride
america
american
american english
american-english
ammo
ammo2
ammo_deployed
ammo_satchel_take_lrg
ammo_satchel_take_med
ammo_satchel_take_sml
amount
amount of bounce
amount of force
amount of slide
amount of time players can chat after the game is over
amplitude
ang:  %.02f %.02f %.02f
angle
angle = %f 
angles
angles=%f, %f, %f
angles_x
angles_y
anglesx
anglesy
anglesz
anim_framerate
anim_prefix
animate
animatedTextureFrameRate
animatedTextureVar
animatedfriction
animation
animation rate
animation rate scale field
animationNoWrap
animation_fit_lifetime
aoegren_array_element
append
appid
applycontext
applycontexttoworld
archive
armedBgColor_override
armedFgColor_override
arrowheight
arrowoffsety
arrowwidth
artist
asap
ash_outer
asi-jac1-landingbay01
asi-jac1-landingbay_01
asi-jac1-landingbay_02
asi-jac2-deima
asi-jac3-rydberg
asi-jac4-residential
asi-jac6-sewerjunction
asi-jac7-timorstation
asin
aspect
associate
asw_DebugAutoAim
asw_OrderMarinesFollow
asw_OrderMarinesHold
asw_add_room_thumbnails_to_perforce
asw_alien_debug_death_style
asw_alien_footstep_interval
asw_alien_mining_laser_damage_scale
asw_alien_object_motion_blur_scale
asw_alien_shadows
asw_allow_detach
asw_allow_hull_shots
asw_ammo_autogun
asw_ammo_bag_report_client
asw_ammo_flamer
asw_ammo_pdw
asw_ammo_pistol
asw_ammo_rifle
asw_ammo_shotgun
asw_ammo_vindicator
asw_auto_reload
asw_background_color
asw_bait_launch_delay
asw_bait_refire_time
asw_blink_charge_time
asw_blink_height
asw_blink_range
asw_blink_time
asw_blink_visible_time
asw_bouncing_pellet
asw_breakable_aliens
asw_buffgrenade
asw_build_map
asw_building_room_thumbnails
asw_buildroomthumbnails
asw_burst_pipe_chance
asw_cain_mail
asw_cam_marine_blend
asw_cam_marine_dist
asw_cam_marine_dist_death
asw_cam_marine_dist_rate
asw_cam_marine_pitch
asw_cam_marine_pitch_death
asw_cam_marine_pitch_rate
asw_cam_marine_shift_deadspace
asw_cam_marine_shift_enable
asw_cam_marine_shift_maxx
asw_cam_marine_shift_maxy
asw_cam_marine_shift_maxy_south
asw_cam_marine_shift_ratex
asw_cam_marine_shift_ratey
asw_cam_marine_shift_ratey_south
asw_cam_marine_shift_z_death
asw_cam_marine_sphere_max
asw_cam_marine_sphere_min
asw_cam_marine_spring_const
asw_cam_marine_spring_dampening
asw_cam_marine_spring_vel_max
asw_cam_marine_test
asw_cam_marine_yaw
asw_cam_marine_yaw_death_rate
asw_cam_marine_yshift_static
asw_camera_report_defaults
asw_camera_shake
asw_camera_volume
asw_campaign_death
asw_chainsaw_attack_fade_time
asw_chainsaw_debug
asw_chainsaw_pitch_bite_rate
asw_chainsaw_pitch_range
asw_chainsaw_pitch_return_delay
asw_chainsaw_pitch_return_rate
asw_chainsaw_pitch_target
asw_chainsaw_shake_amplitude
asw_chainsaw_shake_duration
asw_chainsaw_shake_frequency
asw_charge_height
asw_client_build_maps
asw_clientside_avoidance
asw_clientside_avoidance_scale
asw_controller_focus_list
asw_controller_lag
asw_controls
asw_controls 0
asw_credits
asw_cross_layout
asw_crosshair_use_perspective
asw_damage_spark_rate
asw_damageindicator_alpha
asw_damageindicator_bullets_alpha
asw_damageindicator_hurt_flash_alpha
asw_damageindicator_scale
asw_damageindicator_slash_alpha
asw_damageindicator_slash_radius
asw_damageindicator_slash_scale
asw_debug_air_move
asw_debug_clientside_avoidance
asw_debug_commander_list
asw_debug_drone_pose
asw_debug_scanner_sound
asw_debug_spectator
asw_debug_spectator_server
asw_debug_steps
asw_debug_tile_connections
asw_debug_xp
asw_debuganimstate
asw_default_extra_%d
asw_default_extra_0
asw_default_extra_1
asw_default_extra_2
asw_default_extra_3
asw_default_extra_4
asw_default_extra_5
asw_default_extra_6
asw_default_extra_7
asw_default_extra_8
asw_default_primary_%d
asw_default_primary_0
asw_default_primary_1
asw_default_primary_2
asw_default_primary_3
asw_default_primary_4
asw_default_primary_5
asw_default_primary_6
asw_default_primary_7
asw_default_primary_8
asw_default_secondary_%d
asw_default_secondary_0
asw_default_secondary_1
asw_default_secondary_2
asw_default_secondary_3
asw_default_secondary_4
asw_default_secondary_5
asw_default_secondary_6
asw_default_secondary_7
asw_default_secondary_8
asw_demo_camera
asw_directional_shadows
asw_dlight_list
asw_door_healthbars
asw_draw_hud
asw_drawplayermesh
asw_drone_fade_time_max
asw_drone_fade_time_min
asw_drone_gib_time_max
asw_drone_gib_time_min
asw_drone_gib_velocity
asw_drone_jump_pitch_max
asw_drone_jump_pitch_min
asw_drone_jump_pitch_speed
asw_drone_ridiculous
asw_drone_weak_from_behind
asw_edit_panel
asw_emitter
asw_emitter_max_collision_speed
asw_emitter_min_collision_speed
asw_engine_finished_building_map
asw_entindex
asw_env_explosion
asw_env_spark
asw_env_sparks
asw_facefronttime
asw_fail_sound_delay
asw_fast_reload_enabled
asw_fast_reload_under_marine
asw_feetyawrate
asw_fireextinguisher
asw_fist_passive_damage_scale
asw_fix_cam
asw_fixed_movement_playback_rate
asw_flamer_light_b
asw_flamer_light_exponent
asw_flamer_light_g
asw_flamer_light_r
asw_flamer_light_scale
asw_flamethrower
asw_flamethrower_pilot_sml
asw_flare_anim_speed
asw_flare_autoaim_radius
asw_flare_b
asw_flare_g
asw_flare_launch_delay
asw_flare_r
asw_flare_refire_time
asw_flashlight_dlight_b
asw_flashlight_dlight_g
asw_flashlight_dlight_offsetx
asw_flashlight_dlight_offsety
asw_flashlight_dlight_offsetz
asw_flashlight_dlight_r
asw_flashlight_dlight_radius
asw_flashlight_marine_ambient
asw_flashlight_marine_lightscale
asw_floating_number_type
asw_fonts
asw_freezer_spray
asw_gamerules
asw_gamerules_data
asw_gib_bleed_time
asw_grenade_throw_delay
asw_ground_secondary
asw_hack_cycle_time
asw_heal_gun_heal_fade
asw_healgrenade
asw_healgrenade_refire_time
asw_health_bar
asw_hear_fixed
asw_hear_from_marine
asw_hear_height
asw_hear_pos_debug
asw_hide_local_marine
asw_hl2_camera
asw_hl2_camera 1
asw_holdout_debug
asw_horde_override
asw_horizontal_autoaim
asw_hotbar_self
asw_hotbar_simple
asw_hud_alpha
asw_hud_scale
asw_hud_swaps
asw_ignore_need_two_player_requirement
asw_info_message
asw_info_sound_continue
asw_inspect_profile
asw_jump_jet_height
asw_jump_jet_pounce_height
asw_jump_jet_time
asw_key_atten
asw_key_falloff
asw_key_innerCone
asw_key_outerCone
asw_key_range
asw_laser_sight
asw_laser_sight_min_distance
asw_last_max_players
asw_last_server_name
asw_last_sv_lan
asw_leadership_radius
asw_left_hand_ik
asw_list_cached_emitters
asw_local_dlight_b
asw_local_dlight_exponent
asw_local_dlight_g
asw_local_dlight_offsetx
asw_local_dlight_offsety
asw_local_dlight_offsetz
asw_local_dlight_r
asw_local_dlight_radius
asw_local_dlight_rotate
asw_main_menu_option
asw_make_jeep
asw_make_jeep_phys
asw_map_range
asw_marine_ambient
asw_marine_box_collision
asw_marine_collision
asw_marine_death_cam
asw_marine_death_cam_time
asw_marine_death_cam_time_hold
asw_marine_death_cam_time_interp
asw_marine_death_cam_time_interp_out
asw_marine_death_cam_time_local_hold
asw_marine_death_cam_time_scale
asw_marine_edge_names
asw_marine_ff_absorption
asw_marine_fraction_turn_scale
asw_marine_friction
asw_marine_gravity
asw_marine_labels_cursor_maxdist
asw_marine_lightscale
asw_marine_linear_turn_rate
asw_marine_names
asw_marine_nearby_angle
asw_marine_object_motion_blur_scale
asw_marine_rolls
asw_marine_shoulderlight
asw_marine_speed_scale_easy
asw_marine_speed_scale_hard
asw_marine_speed_scale_insane
asw_marine_speed_scale_normal
asw_marine_speed_type
asw_marine_switch_blend_max_dist
asw_marine_switch_blend_speed
asw_marine_turn_firing_fraction
asw_marine_turn_normal_fraction
asw_marine_turn_y_pos
asw_marine_update_visibility
asw_marine_view_cone_dist
asw_marine_view_cone_dot
asw_max_body_yaw
asw_medal_collection_sp
asw_melee_base_damage
asw_melee_debug
asw_melee_lock
asw_melee_lock_distance
asw_melee_lock_slide_speed
asw_melee_reload
asw_melee_reload_server_only
asw_melee_require_contact
asw_melee_require_key_release
asw_mesh_emitter_draw
asw_mesh_emitter_test
asw_minigun_pitch_max
asw_minigun_pitch_min
asw_minigun_spin_down_rate
asw_minigun_spin_rate_threshold
asw_minigun_spin_up_rate
asw_minimap_clicks
asw_minimap_scale
asw_mining_laser_run_fade
asw_mining_laser_start_run_fade
asw_mission_restart
asw_money
asw_motionblur_addalpha
asw_motionblur_drawalpha
asw_motionblur_time
asw_mouse_order_dist
asw_muzzle_flash_new_type
asw_muzzle_light
asw_muzzle_light_radius_max
asw_muzzle_light_radius_min
asw_night_vision_duration
asw_night_vision_fade_in_speed
asw_night_vision_fade_out_speed
asw_night_vision_flash_max
asw_night_vision_flash_min
asw_night_vision_flash_speed
asw_night_vision_self_illum_multiplier
asw_objective_update_time_scale
asw_open_music_dialog
asw_override_footstep_volume
asw_particle_count
asw_pdw_max_shooting_distance
asw_pellet_trail_a
asw_pellet_trail_b
asw_pellet_trail_fade
asw_pellet_trail_g
asw_pellet_trail_life
asw_pellet_trail_material
asw_pellet_trail_r
asw_pellet_trail_width
asw_perf_wtf
asw_phys_prop_motion_blur_scale
asw_pick_stim_music
asw_pickup_Chainsaw
asw_pickup_mining_laser
asw_pierce_spark_scale
asw_player_avoidance
asw_player_avoidance_bounce
asw_player_avoidance_fakehull
asw_player_avoidance_force
asw_player_names
asw_portrait_ammo
asw_portrait_class
asw_portrait_face
asw_portrait_health_cross
asw_portrait_leadership
asw_portrait_scale_test
asw_portraits_border_shrink
asw_portraits_hide
asw_powerup
asw_powerup_chemical_bullets
asw_powerup_elasticity
asw_powerup_electric_bullets
asw_powerup_explosive_bullets
asw_powerup_fire_bullets
asw_powerup_freeze_bullets
asw_powerup_friction
asw_powerup_gravity
asw_powerup_increased_speed
asw_prevent_ai_crouch
asw_prop_laserable
asw_r_JeepFOV
asw_r_JeepViewBlendTo
asw_r_JeepViewBlendToScale
asw_r_JeepViewBlendToTime
asw_railgun_beam_lifetime
asw_railgun_beam_width
asw_railgun_force_scale
asw_reconnect_after_outro
asw_red_muzzle_b
asw_red_muzzle_g
asw_red_muzzle_r
asw_remote_turret
asw_restart_mission
asw_retry_saved_server
asw_return_chat
asw_rg_explosion
asw_ricochet_laser_b
asw_ricochet_laser_brightness
asw_ricochet_laser_fade
asw_ricochet_laser_g
asw_ricochet_laser_r
asw_ricochet_laser_width
asw_rifle_grenade
asw_rim_atten
asw_rim_falloff
asw_rim_innerCone
asw_rim_outerCone
asw_rim_range
asw_rocket_trail_a
asw_rocket_trail_b
asw_rocket_trail_fade
asw_rocket_trail_g
asw_rocket_trail_life
asw_rocket_trail_material
asw_rocket_trail_r
asw_rocket_trail_width
asw_rocket_volume_time
asw_roster_select_bypass_steam
asw_rts_controls
asw_run_fixed_blend
asw_run_speed
asw_run_speed_scale
asw_scanner_background
asw_scanner_classic
asw_scanner_idle_sound
asw_scanner_idle_volume
asw_scanner_interlace_alpha
asw_scanner_noise
asw_scanner_noise_alpha
asw_scanner_pitch_base
asw_scanner_pitch_change
asw_scanner_ring_scale
asw_scanner_scanline_alpha
asw_scanner_scanline_double
asw_scanner_warning_sound
asw_scanner_warning_volume
asw_sentry_emitter_test
asw_sentry_friendly_fire_scale
asw_sequence_speed_cap
asw_set_hear_pos
asw_shake_test_punch_amp
asw_shake_test_punch_dirx
asw_shake_test_punch_diry
asw_shake_test_punch_dirz
asw_shake_test_punch_dura
asw_shake_test_punch_freq
asw_shieldbug_death_force
asw_shotgun_pellet_predicted
asw_shotgun_shell_delay
asw_show_all_singleplayer_maps
asw_show_mouse_entity
asw_show_stats_in_singleplayer
asw_show_xp
asw_show_xp_details
asw_skill
asw_skill_accuracy_flamer_dmg_base
asw_skill_accuracy_flamer_dmg_step
asw_skill_accuracy_pdw_dmg_base
asw_skill_accuracy_pdw_dmg_step
asw_skill_accuracy_pistol_dmg_base
asw_skill_accuracy_pistol_dmg_step
asw_skill_accuracy_prifle_dmg_base
asw_skill_accuracy_prifle_dmg_step
asw_skill_accuracy_railgun_dmg_base
asw_skill_accuracy_railgun_dmg_step
asw_skill_accuracy_rifle_dmg_base
asw_skill_accuracy_rifle_dmg_step
asw_skill_accuracy_shotgun_dmg_base
asw_skill_accuracy_shotgun_dmg_step
asw_skill_accuracy_sniper_rifle_dmg_base
asw_skill_accuracy_sniper_rifle_dmg_step
asw_skill_accuracy_tesla_cannon_dmg_base
asw_skill_accuracy_tesla_cannon_dmg_step
asw_skill_agility_movespeed_base
asw_skill_agility_movespeed_step
asw_skill_agility_reload_step
asw_skill_autogun_base
asw_skill_autogun_step
asw_skill_drugs_base
asw_skill_drugs_step
asw_skill_engineering_sentry_base
asw_skill_engineering_sentry_step
asw_skill_engineering_welding_base
asw_skill_engineering_welding_step
asw_skill_grenades_cluster_dmg_base
asw_skill_grenades_cluster_dmg_step
asw_skill_grenades_clusters_base
asw_skill_grenades_clusters_step
asw_skill_grenades_dmg_base
asw_skill_grenades_dmg_step
asw_skill_grenades_flechette_dmg_base
asw_skill_grenades_flechette_dmg_step
asw_skill_grenades_freeze_duration_base
asw_skill_grenades_freeze_duration_step
asw_skill_grenades_freeze_radius_base
asw_skill_grenades_freeze_radius_step
asw_skill_grenades_hornet_count_base
asw_skill_grenades_hornet_count_step
asw_skill_grenades_hornet_dmg_base
asw_skill_grenades_hornet_dmg_step
asw_skill_grenades_hornet_interval_base
asw_skill_grenades_hornet_interval_step
asw_skill_grenades_incendiary_dmg_base
asw_skill_grenades_incendiary_dmg_step
asw_skill_grenades_radius_base
asw_skill_grenades_radius_step
asw_skill_grenades_smart_count_base
asw_skill_grenades_smart_count_step
asw_skill_grenades_smart_interval_base
asw_skill_grenades_smart_interval_step
asw_skill_hacking_speed_base
asw_skill_hacking_speed_step
asw_skill_healing_charges_base
asw_skill_healing_charges_step
asw_skill_healing_grenade_base
asw_skill_healing_grenade_step
asw_skill_healing_gun_base
asw_skill_healing_gun_charges_base
asw_skill_healing_gun_charges_step
asw_skill_healing_gun_step
asw_skill_healing_hps_base
asw_skill_healing_hps_step
asw_skill_healing_medkit_hps_base
asw_skill_healing_medkit_hps_step
asw_skill_health_base
asw_skill_health_step
asw_skill_leadership_accuracy_chance_step
asw_skill_leadership_damage_resist_base
asw_skill_leadership_damage_resist_step
asw_skill_melee_dmg_base
asw_skill_melee_dmg_step
asw_skill_melee_force_base
asw_skill_melee_force_step
asw_skill_melee_speed_base
asw_skill_melee_speed_step
asw_skill_mines_duration_base
asw_skill_mines_duration_step
asw_skill_mines_fires_base
asw_skill_mines_fires_step
asw_skill_muzzle_flash_base
asw_skill_muzzle_flash_step
asw_skill_particle_count
asw_skill_particle_deviation
asw_skill_particle_gravity
asw_skill_particle_inset
asw_skill_particle_size
asw_skill_particle_speed
asw_skill_particle_speed_up
asw_skill_piercing_base
asw_skill_piercing_step
asw_skill_reloading_base
asw_skill_reloading_fast_base
asw_skill_reloading_fast_step
asw_skill_reloading_step
asw_skill_scanner_base
asw_skill_scanner_step
asw_skill_self_healing_charges_base
asw_skill_self_healing_charges_step
asw_skill_vindicator_dmg_base
asw_skill_vindicator_dmg_step
asw_skill_vindicator_pellets_base
asw_skill_vindicator_pellets_step
asw_skill_xenowounds_base
asw_skill_xenowounds_step
asw_sniper_dlight_b
asw_sniper_dlight_exponent
asw_sniper_dlight_g
asw_sniper_dlight_r
asw_sniper_dlight_radius
asw_sniper_scope_radius
asw_sniper_scope_self_illum_multiplier
asw_sniper_shell_delay
asw_snow
asw_snow_outer
asw_snow_volume
asw_song.statsFail
asw_song.statsSuccess
asw_song.stims
asw_sounds
asw_spinning_stim_cam
asw_squad_hotbar
asw_squad_hotbar %i
asw_squad_inventory
asw_stats_scrub_time
asw_stats_skip_marines_test
asw_steam_cloud
asw_steam_cloud_debug
asw_stim_cam_pitch
asw_stim_cam_roll
asw_stim_cam_rotate_speed
asw_stim_cam_x
asw_stim_cam_y
asw_stim_cam_yaw
asw_stim_cam_z
asw_stim_music
asw_stim_time_scale
asw_sv_maxspeed
asw_test_music
asw_test_music_f calling StopBriefingMusic\n
asw_test_wave_announce
asw_tilegen
asw_time_scale_delay
asw_tracer_count
asw_tracer_style
asw_trail_beam_lifetime
asw_trail_beam_width
asw_tumbler_debug
asw_turret_debug_limits
asw_turret_dot
asw_turret_fire_rate
asw_turret_fog_end
asw_turret_fog_start
asw_turret_turn_rate
asw_update_binds
asw_use_particle_tracers
asw_vehicle_cam_dist
asw_vehicle_cam_height
asw_vehicle_cam_pitch
asw_vindicator_grenade
asw_visrange_generic
asw_voice_side_icon
asw_vote_campaign %d %s
asw_vote_chooser
asw_vote_chooser -1
asw_vote_chooser 0
asw_vote_chooser 0 notrans
asw_vote_chooser 1
asw_vote_chooser 1 notrans
asw_vote_chooser 2
asw_vote_chooser 2 notrans
asw_vote_duration
asw_vote_kick_fraction
asw_vote_leader_fraction
asw_vote_map_fraction
asw_vote_mission %s
asw_vote_saved_campaign %s
asw_walk_fixed_blend
asw_walk_point
asw_walk_sequence_speed_cap
asw_walk_speed
asw_walk_speed_scale
asw_wanderer_override
asw_weapon_ammo_bag
asw_weapon_ammo_satchel
asw_weapon_autogun
asw_weapon_bait
asw_weapon_blink
asw_weapon_buff_grenade
asw_weapon_chainsaw
asw_weapon_electrified_armor
asw_weapon_fire_extinguisher
asw_weapon_fist
asw_weapon_flamer
asw_weapon_flares
asw_weapon_flashlight
asw_weapon_flechette
asw_weapon_force_scale
asw_weapon_freeze_grenades
asw_weapon_grenade_launcher
asw_weapon_grenades
asw_weapon_heal_grenade
asw_weapon_hornet_barrage
asw_weapon_jump_jet
asw_weapon_laser_mines
asw_weapon_max_shooting_distance
asw_weapon_medical_satchel
asw_weapon_medkit
asw_weapon_mines
asw_weapon_minigun
asw_weapon_mining_laser
asw_weapon_night_vision
asw_weapon_normal_armor
asw_weapon_pdw
asw_weapon_pistol
asw_weapon_pitch
asw_weapon_prifle
asw_weapon_railgun
asw_weapon_ricochet
asw_weapon_rifle
asw_weapon_sentry
asw_weapon_sentry_cannon
asw_weapon_sentry_flamer
asw_weapon_sentry_freeze
asw_weapon_shotgun
asw_weapon_smart_bomb
asw_weapon_sniper_rifle
asw_weapon_stim
asw_weapon_t75
asw_weapon_tesla_gun
asw_weapon_tesla_trap
asw_weapon_vindicator
asw_weapon_welder
asw_world_healthbar_class_icon
asw_world_healthbars
asw_world_usingbars
asw_xp_screen_debug
aswstunexplo
aswwatersplash
async file read
async file write
async ops
atan
atan2
attach_death
attach_light
attached_model
attachmentIndex
attachment_offset
attachment_point
attachment_type
attachmentindex
attacker
attenuation
attenuationTme
attrib_tracer_fx
attribute_types
attributes
attributestext
australian
author
auto
auto resize direction
autoResize
auto_wide_tocontents
autoaim
autogunsmoke
autohide_buttons
autoresize
autoswitchfrom
autoswitchto
autoteam
avatar
avatar_width
axisVar
b>mUf
b?/n3>j
b?ClientProjectile: No model %d!\n
b@#asw_hud_died
bEmoteAmmo
bEmoteAnimeSmile
bEmoteExclaim
bEmoteGo
bEmoteMedic
bEmoteQuestion
bEmoteSmile
bEmoteStop
bOOk : semi-high back rounded vowel
bRunningEnterExit
bWasRunningAnim
back
backcolor
background color
backpack
bad allocation
bad exception
bar_height
bar_width
bar_xpos
bar_ypos
base
baseAccel %f %f %f
baseAccel NaN\n
baseLastPos %f %f %f
baseLastPos NaN\n
basePos %f %f %f
basePos NaN\n
baseVel %f %f %f
baseVel NaN\n
base_damage
baseanimating
baseclass
baseentity
baseplayer
basic_movement
batch particle systems
bayonet_stab
bbox.maxs
bbox.mins
bcc_localdata
beam
beam_attach
beamposcombo
belgian
bg_image
bgcolor
bgcolor_override
bias
bias distance
bias in local system
bias lifetime by trail length
bin/
bin/g15.dll
binary
binary_array
binary_v1
binary_v2
bind
bit count is
bit count less than
blackbox
blah
blank
bleed1
bleed2
bleed3
bleed4
bleed5
bleedjaw1
bleedleg1
bleedleg2
blend=%f, color=%f,%f,%f
blink
blinkFgColor_override
blink_duration
blockLOS
blockNum
blocksize
blood_impact_green_01
blood_impact_red_01
blood_impact_yellow_01
bloodgore
bloodimpact
bloodsplat
bloodspray
body_pitch
bool
bool (%s)
bool differs (net %s pred %s)\n
bool_array
boomer_death
boomer_explode
border
borderimage
borrow
both
bottom
bottombarblank
bottomcolor
bounding_box_max
bounding_box_min
break
breakable_count
breakable_model
breakable_skin
breakmodel
briefing/face_%s
briefing/face_pilot
briefing/horiz_list_fg
briefing/promotion_%d
briefing/promotion_%d_LG
briefing/select_marine_list_bg
briefingmaterial
brightness
brighttext
britain
brush models
brush only
bspline
bucket
bucket1
bucket_360
bucket_position
bucket_position_360
buff_attach
buffgrenade_attach_arc
buffgrenade_pulse
bug -auto -title "%s"
bug!
bug:
build mode flags
builtin
bulge
bulge control 0=random 1=orientation of start pnt 2=orientation of end point
bump mapping
bumpScale
burned_alien_death
burning_character
burning_gib_01
burst
button
buttons
buzzer_death
buzzer_trail
byte differs (net %d pred %d)\n
c:\buildslave\swarm_rel_win32\build\src\game\client\Release_swarm\client.pdb
c:\buildslave\swarm_rel_win32\build\src\public\tier1/UtlSortVector.h
c>#asw_tesla_ammo
c?e2
cAt : semi-low front unrounded vowel
cUt : lower-mid back unrounded vowel
c_maxdistance
c_maxpitch
c_maxyaw
c_mindistance
c_minpitch
c_minyaw
c_orthoheight
c_orthowidth
c_thirdpersonshoulder
c_thirdpersonshoulderaimdist
c_thirdpersonshoulderdist
c_thirdpersonshoulderheight
c_thirdpersonshoulderoffset
cable/cable
cable/rope_shadowdepth
calcmovementplaybackrate=%f\n
callvote %s %s;
callvote ChangeDifficulty %s;
callvote RestartGame;
callvote ReturnToLobby;
cam_collision
cam_command
cam_command <0, 1, or 2>\n
cam_idealdelta
cam_idealdist
cam_ideallag
cam_idealpitch
cam_idealyaw
cam_showangles
camera
camera offset
cameras rendered
camortho
campaign
campaign_changed
can hack
can offhand
can't check briefing stuff, no game rules present\n
canadian
cancelselect
caption_color format incorrect. RRR,GGG,BBB expected.\n
catmullrom
catmullrom_normalize
catmullrom_normalize_x
catmullrom_tangent
cb~q
cc_captiontrace
cc_combinedusesgender
cc_disabled
cc_emit
cc_findsound
cc_flush
cc_lang
cc_lang = %s\n
cc_linger_time
cc_master
cc_minvisibleitems
cc_noattenuate
cc_predisplay_time
cc_random
cc_reload
cc_sentencecaptionnorepeat
cc_showblocks
cc_showmissing
cc_slave
cc_subtitles
cc_usingcombinedfile
ccs=
cctoken
cctype
ceil
cellcolor
center
centerVar
centerview
centerwrap
centerx
centery
centerz
cfg/clientc_%I64u.dat
cfg/config_default.cfg
cfg/user.scr
cfg/user_default.scr
cfg\%s_%d
cfg\videodefaults.txt
changed
changelevel %s campaign %s\n
channel
chapter
char 
character
character_
chat
chat/%I64u
chat/%llu
chat_%d
chatlines
cheat
check if the marine is inside an asw_camera_control volume
child
children
china
chinese
chinese-hongkong
chinese-simplified
chinese-singapore
chinese-traditional
christest
cl_SetupAllBones
cl_ShowBoneSetupEnts
cl_ShowSunVectors
cl_aggregate_particles
cl_ai_offhand %d %d
cl_alien_extra_interp
cl_ambient_light_disableentities
cl_anglespeedkey
cl_asw_drone_travel_yaw
cl_asw_drone_travel_yaw_rate
cl_asw_smooth
cl_asw_smoothtime
cl_autocrouch
cl_backspeed
cl_beam_test_traces
cl_blipspeech %d
cl_blobulator_freezing_max_metaball_radius
cl_blurClearAlpha
cl_blurDebug
cl_blurPasses
cl_blurTapSize
cl_burninggibs
cl_campaignlaunch %d
cl_campaignnext %d
cl_campaignsas
cl_carnage 0; cl_uber 0; cl_hardcore 0
cl_carnage 0; cl_uber 0; cl_hardcore 1
cl_carnage 0; cl_uber 1; cl_hardcore 0
cl_carnage 1; cl_uber 0; cl_hardcore 0
cl_chat_active
cl_chatfilters
cl_class
cl_clearhinthistory
cl_cloud_settings
cl_cmdrate
cl_colorblind
cl_colorfastpath
cl_crosshair_blue
cl_crosshair_file
cl_crosshair_file %s\n
cl_crosshair_green
cl_crosshair_red
cl_crosshair_scale
cl_crosshairalpha
cl_crosshaircolor
cl_crosshaircolor %d\n
cl_crosshairscale
cl_crosshairscale 0
cl_crosshairscale 1200
cl_crosshairscale 600
cl_crosshairscale 768
cl_crosshairusealpha
cl_customsounds
cl_demoviewoverride
cl_detail_multiplier
cl_detaildist
cl_detailfade
cl_disable_ragdolls
cl_disable_water_render_targets
cl_downloadfilter
cl_drawhud
cl_drawleaf
cl_drawmaterial
cl_drawmonitors
cl_drawshadowtexture
cl_dselectm %d
cl_dump_particle_stats
cl_dumpplayer
cl_dumpsplithacks
cl_editing_slot %d
cl_ejectbrass
cl_emote %d
cl_enable_remote_splitscreen
cl_ent_absbox
cl_ent_bbox
cl_ent_rbox
cl_extrapolate
cl_extrapolate_amount
cl_fastdetailsprites
cl_fastradial
cl_fasttempentcollision
cl_find_ent
cl_find_ent_index
cl_fixedskills 0
cl_fixedskills 1
cl_footstep_fx
cl_forcelaunch
cl_forwardspeed
cl_foundry_ShowEntityHighlights
cl_freecam %d %d %d
cl_fullyjoined\n
cl_globallight_freeze
cl_globallight_xoffset
cl_globallight_yoffset
cl_hardcore_ff 0
cl_hardcore_ff 1
cl_himodels
cl_hud_minmode
cl_idealpitchscale
cl_ignore_vpk_assocation
cl_ignore_vpk_association
cl_impacteffects_limit_exit
cl_impacteffects_limit_general
cl_impacteffects_limit_water
cl_interp
cl_interp_all
cl_interp_npcs
cl_interp_ratio
cl_interp_threadmodeticks
cl_interpolate
cl_jiggle_bone_debug
cl_jiggle_bone_debug_pitch_constraints
cl_jiggle_bone_debug_yaw_constraints
cl_jiggle_bone_invert
cl_jiggle_bone_sanity
cl_kickvote %d
cl_lagcomp_errorcheck
cl_lagcompensation
cl_leadervote %d
cl_leadervote -1
cl_leafsystemvis
cl_leveloverview
cl_leveloverviewmarker
cl_loadout %d %d %d
cl_loadouta %d %d %d %d
cl_logofile
cl_logofile ""\n
cl_logofile materials/vgui/logos/%s.vtf\n
cl_mapline %d %d %d
cl_marineface %d %f %d %d %d
cl_maxrenderable_dist
cl_modelfastpath
cl_mouseenable
cl_mread %d
cl_names_debug
cl_needequip
cl_needtech
cl_needtwoplayers
cl_offhand %d
cl_onslaught 0
cl_onslaught 1
cl_orderfollow
cl_orderhold
cl_overdraw_test
cl_panelanimation
cl_particle_batch_mode
cl_particle_fallback_base
cl_particle_fallback_multiplier
cl_particle_max_count
cl_particle_retire_cost
cl_particle_sim_fallback_base_multiplier
cl_particle_sim_fallback_threshold_ms
cl_particles_dump_effects
cl_particles_dumplist
cl_particles_show_bbox
cl_pclass
cl_pdump
cl_phys_block_dist
cl_phys_block_fraction
cl_phys_maxticks
cl_pitchdown
cl_pitchspeed
cl_pitchup
cl_player_max_decal_count
cl_playermodel
cl_playermodel models/%s.mdl\n
cl_playerspraydisable
cl_pred_checkstuck
cl_pred_doresetlatch
cl_pred_error_verbose
cl_pred_optimize
cl_pred_track
cl_pred_track <entindex> <fieldname>\n
cl_pred_track:  Unknown ent index %d\n
cl_predict
cl_predict 0
cl_predict 1
cl_predictioncopy_describe
cl_predictioncopy_describe:  no such entity %d\n
cl_predictionlist
cl_predictweapons
cl_promoted %d
cl_quick_join_panel_accel
cl_quick_join_panel_fakecount
cl_quick_join_panel_tall
cl_quick_join_scroll_max
cl_quick_join_scroll_offset
cl_quick_join_scroll_rate
cl_quick_join_scroll_start
cl_ragdoll_collide
cl_ragdoll_gravity
cl_ragdoll_maxcount
cl_ragdoll_maxcount_generic
cl_ragdoll_maxcount_gib
cl_ragdoll_maxcount_special
cl_ragdoll_self_collision
cl_ready
cl_removedecals
cl_report_soundpatch
cl_restart_mission
cl_rosetta_debug
cl_rosetta_line_inner_radius
cl_rosetta_line_outer_radius
cl_rumblescale
cl_selecthack %d
cl_selectm
cl_selectsinglem
cl_shadowtextureoverlaysize
cl_show_bounds_errors
cl_show_splashes
cl_showanimstate
cl_showanimstate_activities
cl_showanimstate_log
cl_showerror
cl_showfps
cl_showpausedimage
cl_showpos
cl_showtextmsg
cl_sidespeed
cl_simdbones
cl_skill 1
cl_skill 2
cl_skill 3
cl_skill 4
cl_skill 5
cl_skill_down
cl_skill_up
cl_skip_intro
cl_skipfastpath
cl_skipslowpath
cl_smooth
cl_smoothtime
cl_soundemitter_reload
cl_soundscape_flush
cl_soundscape_printdebuginfo
cl_spec_mode
cl_spectating
cl_spendskill %d %d
cl_sporeclipdistance
cl_ss_origin
cl_start
cl_stopusing
cl_sun_decay_rate
cl_sunlight_depthbias
cl_sunlight_ortho_size
cl_support_vpk_assocation
cl_switchm %d
cl_team
cl_threaded_bone_setup
cl_threaded_init
cl_tlucfastpath
cl_tracer_whiz_distance
cl_tree_sway_dir
cl_undoskill %d
cl_updaterate
cl_updatevisibility
cl_upspeed
cl_use_simd_bones
cl_vcamplist %d
cl_vcampmaplist %d %d
cl_viewmail %d
cl_vmaplist %d
cl_vsaveslist %d
cl_wants_continue
cl_wants_restart
cl_wants_start
cl_windspeed
cl_yawspeed
class 
class_width
classname
classname %s used to create wrong class type\n
classname is
classname missing from entity!\n
cli::array<
cli::pin_ptr<
client
client created
client.dll
client_asw_emitter
client_asw_gun_smoke_emitter
client_asw_mesh_emitter
client_ragdoll
clientcmd_can_execute
clientinsetx_override
clients
clip percentage less than
clip2_size
clip_size
close
closecaption
closecaption %i\n
closed
closed for reason: 
cmd%d bind "%s" "%s"\n
cmd%d setpos %f %f %f;setang %f %f %f\n
cmd%d unbind "%s"\n
cmd%d voice_modenable 1
cmd2 bind
cmd_addoncampaign
cmd_campaign_
cmd_campaign_%s
cmd_campaign_selected_
cmd_campaign_selected_%s
cmd_change_mission
cmd_change_starting_mission
cmd_gametype_campaign
cmd_gametype_single_mission
cmd_mission_selected_
cmd_mission_selected_%s
coach
coclass 
code
cohesion strength
cointerface 
collide with water
collision group
collision mode
collisionrules
color
color (%d %d %d %d)\n
color differs (net %d %d %d %d pred %d %d %d %d)\n
color1
color2
color32 (%d %d %d %d)
color_array
color_fade
color_outline
color_random
column
combo
command
command_number
commentary
commentary_finishnode\n
commentary_modelviewer
commentary_showmodelviewer
common/swarm_cycle
comparison control point number
compressedSize
conCommand
conCommandDefault
con_enable
concept
conditions
condump
condump%03d.txt
config
confirmed
connect
connect %s
connect_lobby
connecting
connectionport
console
console dumped to 
console/background01
const
const 
constant_data
constrain radius to length
constraints
container
container_attribute_to_particle_attribute
contextlabel
control point
control point movement distance tolerance
control point movement tolerance
control point number
control point number (ignored if per particle)
control point offset for fast collisions
control point to disable rendering if it is the camera
control point to only enable rendering if it is the camera
control points to broadcast to children (n + 1)
control_point_number
controlpoint_light
convar
convar 
core
corner
cos %f sin %f\n
cosh
count
count to maintain
count_xpos_from_right
count_ypos
cp_number
cpu_level
create
create from parent particles
create_flare
createclient
created
createdint
creating
credits
criteria
criterion
criticalHealth
crosshair
cstrike
cube_width
cull normal
cull on miss
cull outside instead of inside
cull_control_point
cull_cost
cull_radius
cull_replacement_definition
cur=%f move=%f diff=%f 
cur_val
curmaxgroundspeed=%f\n
current
curve_
custom
custom/
custom_logo
custom_skill_points
custommatch
cutoff_radius
cvar_name
cvar_value
cvarname
cvarvalue
czech
d3_breen_01
d3_citadel_03
d3_citadel_04
d3_citadel_05
d=%f newX=%f newY=%f\n
d@PlayerListContainer
dAIt1IL!
dOg : lower-mid back rounded vowel
damage
damage_amps_used
damage_numbers
damage_table
damagetype
dampen scale
danish
data
data.m_pModelRenderable is NULL for %s\n
dataoffset
dddd, MMMM dd, yyyy
deadflag
death_width
deaths
debris
debug/debugcamerarendertarget
debug/debugempty
debug/debugfbtexture%d
debug/debugparticlewireframe
debug/debugreflect
debug/debugspritewireframe
debug/debugtranslucentsinglecolor
debug/debugwireframevertexcolor
debug/hsv
debug/particleerror
debug/showz
debug/yuv
debug_materialmodifycontrol_client
decal
decalname
decals
decals/YBlood1
decals/playerlogo%2.2d
decals/playerlogo01
decals/playerlogo02
decals/playerlogo03
decals/playerlogo04
decals/playerlogo05
decals/playerlogo06
decals/playerlogo07
decals/playerlogo08
decals/playerlogo09
decals/playerlogo10
decals/playerlogo11
decals/playerlogo12
decals/playerlogo13
decals/playerlogo14
decals/playerlogo15
decals/playerlogo16
decals/playerlogo17
decals/playerlogo18
decals/playerlogo19
decals/playerlogo20
decals/playerlogo21
decals/playerlogo22
decals/playerlogo23
decals/playerlogo24
decals/playerlogo25
decals/playerlogo26
decals/playerlogo27
decals/playerlogo28
decals/playerlogo29
decals/playerlogo30
decals/playerlogo31
decals/playerlogo32
decals/playerlogo33
decals/playerlogo34
decals/playerlogo35
decals/playerlogo36
decals/playerlogo37
decals/playerlogo38
decals/playerlogo39
decals/playerlogo40
decals/playerlogo41
decals/playerlogo42
decals/playerlogo43
decals/playerlogo44
decals/playerlogo45
decals/playerlogo46
decals/playerlogo47
decals/playerlogo48
decals/playerlogo49
decals/playerlogo50
decals/playerlogo51
decals/playerlogo52
decals/playerlogo53
decals/playerlogo54
decals/playerlogo55
decals/playerlogo56
decals/playerlogo57
decals/playerlogo58
decals/playerlogo59
decals/playerlogo60
decals/playerlogo61
decals/playerlogo62
decals/playerlogo63
decals/playerlogo64
decals/rendermodelshadow
decals/rendershadow
decals/simpleshadow
decay
decay delay
decaytime
decayto
default
default foreground color
defaultBgColor_override
defaultFgColor_override
defaultPanel
default_clip
default_clip2
default_fov
defaultcurvetype
defaultdelay
defaulttrack
defined.\n
delay
delete
delete ragdoll due to nointerp\n
deleted
delta
demo_campaign_name
demo_connect_string
demo_ui_enable
dependency_file
depletioncount
depressedBgColor_override
depressedFgColor_override
depth
description
desired hitbox
detail props
detail/detailsprites
dev/bloomadd
dev/blurentity_alphasilhoutte
dev/blurentity_blurpass0
dev/blurentity_blurpass1
dev/blurentity_copyback0
dev/blurentity_copyback1
dev/blurfilterx
dev/blurfilterx_nohdr
dev/blurfiltery
dev/blurfiltery_and_add_nohdr
dev/blurfiltery_nohdr
dev/blurfiltery_nohdr_clear
dev/blurgaussian_3x3
dev/clearalpha
dev/copyfullframefb
dev/copyfullframefb_vanilla
dev/depth_of_field
dev/downsample
dev/downsample_non_hdr
dev/engine_post
dev/engine_post_splitscreen
dev/fade_blur
dev/floattoscreen_combine
dev/glow_blur_x
dev/glow_blur_y
dev/glow_color
dev/glow_downsample
dev/halo_add_to_screen
dev/lumcompare
dev/motion_blur
dev/no_pixel_write
developer
difficulty.fav
difficulty.fav.pct
digit2_xpos
digit2_ypos
digit_xpos
digit_ypos
direction
direction bias
direction only
directionx
directiony
directionz
directory
directorysize
dirty shadows: %3d\n
disable_manipulation
disabled
disabledImage
disabled_tooltiptext
disablereceiveshadows
disableshadows
disconnect
disconnect\n
disconnect\nwait\nwait\n%s%s%smaxplayers %d\nprogress_enable\nasw_loadcampaign %s %s\n
disconnect\nwait\nwait\nmap_background SwarmSelectionScreen
disconnect\nwait\nwait\nsv_lan 1\nsetmaster enable\nmaxplayers 1\n\nhostname "Speaker Test"\nprogress_enable\nmap test_speakers\n
disconnecthdlr
displacements
display
display_clip_size
display_limit
display_reload_time
displayfirst
displaylast
displaymodel
displaymodel2
displaymodel_skin
displayname
displaytitle
distance
distance fade range
distance maximum
distance minimum
distance_bias
distance_bias_absolute_value
distance_max
distance_min
distancetotarget
dlc%d/offerid
dlc%d/type
dlcrequired
dlight_debug
dmg.bullets
dmg.club
dmg.explosive
done
door_welded
doorsmoke1
dormant
dota
double
double_shot
double_shot_npc
downloads/%s.dat
drag
dragdroptab
draw through leafsystem
draw_corner_height
draw_corner_width
drawcolor
drawcolor_override
drone_death
drone_death_big
drone_death_sml
drone_ragdoll_gib
drone_shot
dronebloodburst
droneblooddroplets
dronebloodjet
dronegib1
dronegib2
dronegib3
dronegibfire1
dronegiblots
drophoverdelay
dropmodel
droppable
dsp_enhance_stereo
dsp_player
dsp_slow_cpu
dsp_volume
duck
dulltext
dump origin and angles to the console
dump particle profiling info to particle_profile.csv
dump position and angles to the console
dump the text currently in the console to condumpXX.log
duration
dutch
dutch-belgian
dxinstalledlabel
dxlabel
dxlevel
dynamic lighting
e+000
e-CS
e2 Z
e<bN
e@objectivedetailslist
ease in and out
ease out
ease_in_and_out
easein
easeinout
easeout
east
easy
echo corruptdlc%d; wait %d; ui_pump_dlc_mount_corrupt %d;
echo mounteddlc%d (0x%08X); wait %d; ui_pump_dlc_mount_content %d;
edictindex
edit
editable
editor/cubemap
editor/cubemap.hdr
effectname
effects
effects/TiledFire/fire_tiled
effects/TiledFire/fire_tiled_precache
effects/blood
effects/blood2
effects/blood_core
effects/blood_drop
effects/blood_gore
effects/blood_puff
effects/blueblackflash
effects/bluelaser2.vmt
effects/bluemuzzle
effects/bluespark
effects/bubble
effects/combinemuzzle%d
effects/combinemuzzle%d_noz
effects/combinemuzzle1
effects/combinemuzzle1.vmt
effects/combinemuzzle1_nocull
effects/combinemuzzle1_noz
effects/combinemuzzle2
effects/combinemuzzle2.vmt
effects/combinemuzzle2_nocull
effects/combinemuzzle2_noz
effects/energyball
effects/energysplash
effects/fire_cloud1
effects/fire_cloud2
effects/fire_embers1
effects/fire_embers2
effects/fire_embers3
effects/flashlight001
effects/fleck_antlion1
effects/fleck_antlion2
effects/fleck_cement1
effects/fleck_cement2
effects/fleck_glass1
effects/fleck_glass2
effects/fleck_tile1
effects/fleck_tile2
effects/fleck_wood1
effects/fleck_wood2
effects/gunshipmuzzle
effects/gunshiptracer
effects/huntertracer
effects/magnifyinglens
effects/model_layer_ice_1
effects/model_layer_ice_1_precache
effects/model_layer_shock_1
effects/model_layer_shock_1_precache
effects/muzzleflash%d_noz
effects/muzzleflash1
effects/muzzleflash1_noz
effects/muzzleflash2
effects/muzzleflash2_noz
effects/muzzleflash3
effects/muzzleflash3_noz
effects/muzzleflash4
effects/muzzleflash4_noz
effects/muzzleflash_light
effects/nightvision
effects/nightvision_flash
effects/nightvision_noise
effects/object_motion_blur
effects/slime1
effects/spark
effects/splash1
effects/splash2
effects/splash3
effects/splash4
effects/splashwake1
effects/splashwake3
effects/strider_muzzle
effects/tesla_glow_noz
effects/yellowflare
egg_death
egg_hatch
egg_open
eggfluid
egggib1
eject1
electric_armor_used
electric_weapon_shot
electric_weapon_shot_continuous
electric_weapon_shot_continuous_off
electrified_armor_burst
element
element_array
elementid
elems
emission count scale control point
emission count scale control point field
emission maximum
emission minimum
emission start time
emission_duration
emission_rate
emission_start_time
emit noise
emit particles for killed parent particles
emit to maintain count
emit_continuously
emit_instantaneously
emitter
emitter lifetime end time (seconds)
emitter lifetime start time (seconds)
emitter1
emitter2
emitters
emitting scanner idle sound with volume %f\n
empty
enable threading of detail prop drawing
enable_skeleton_draw
enabled
enabledImage
encoding %s %d format %s %d\n
end %f %f %f
end control point
end control point number
end offset
end spread
end time
end time max
end time min
end_alpha
end_fade_in_time
end_fade_out_time
end_fadeout_exponent
end_fadeout_max
end_fadeout_min
end_time
ending
ending control point
ending force
endtime
endwidth
engine/defaultcubemap
engine/occlusionproxy
engine/shadowbuild
engine/writestencil
engine/writez
engine_post
england
english
english-american
english-aus
english-belize
english-can
english-caribbean
english-ire
english-jamaica
english-nz
english-south africa
english-trinidad y tobago
english-uk
english-us
english-usa
ensure line of sight
ent yaw: %.2f, body_yaw: %.2f, body_pitch: %.2f, move_x: %.2f, move_y: %.2f
ent yaw: %.2f, body_yaw: %.2f, move_yaw: %.2f, gait_yaw: %.2f, body_pitch: %.2f
ent_on_fire
entindex
entities
entity
entity # %i: %s%s%s
entity1
entity2
entity_killed
entitytable_t
entmessages
enum 
enumeration
env_detail_controller
env_fire
env_fire_large
env_fire_large_smoke
env_fire_medium
env_fire_medium_smoke
env_fire_small
env_fire_small_smoke
env_fire_tiny
env_fire_tiny_smoke
env_screenoverlay couldn't find overlay %s.\n
env_sprite
env_sprite_oriented
env_spritetrail
envfire3
envfireslow
envfiresol
ep1_citadel_02
ep1_citadel_02b
ep1_citadel_03
ep2_groggy
episodic_intro
episodic_stun
equipdescription1
equipicon
equiplongname
equips.%s.damage
equips.%s.ff_damage
equips.%s.kills
equips.%s.primary
equips.%s.secondary
equips.%s.shots_fired
equips.%s.shots_hit
equips.%s.total
equips.extra.fav
equips.extra.fav.pct
equips.primary.fav
equips.primary.fav.pct
equips.secondary.fav
equips.secondary.fav.pct
error
error in transition graph: %s to %s\n
error, couldn't find muzzle attachment for flamer tip\n
error, couldn't find shoulderlight attachment for marine\n
estv = %f absv = %f\n
even distribution
even distribution count
event
event_ramp
events
example_param
exampleeffect
exec %s
exec 360controller_pc.cfg
exec config.360.cfg
exec joy_preset_1.cfg
exec newmapsettings\n
exec undo360controller.cfg
exec userconfig.cfg\nhost_writeconfig\n
exp10
expecting =\n
expecting channel got %s\n
expecting event got %s\n
expecting flex animation data\n
expecting more tokens!
expecting ramp data\n
expecting relative tag\n
expecting scalesettings data\n
expecting valid tag type!!!
expecting {
expecting {\n
experience
explode_fire
explode_ice
explosion_barrel
explosion_grenade
explosive_damage
explosive_radius
explosive_resist
exponent
exponential_decay
expression
expressions
expressions/
expressions/%s.vfe
extern "C" 
extra details to create
extrainfo
eyes
eyes_rightleft
eyes_updown
f6\tn
f>KZ}
fAccuracy
fAther : low back unrounded vowel
fAther : low front unrounded vowel
fDiff=%f 
fEEl : high front unrounded vowel
fGamesSuccessPercent
fIll : high central unrounded vowel
fIll : semi-high front unrounded vowel
fSOs
fUUU
fabs
face
faceandhair
faceposermodel
fade a player's screen to black when he dies
fade bias
fade in time exponent
fade in time max
fade in time min
fade out time exponent
fade out time max
fade out time min
fade_end_time
fade_start_time
fadeintime
fademaxdist
fademindist
fadeout
fadeouttime
fadescale
fadetime
failed
failed (+exclude rule)
failed to find echo panel\n
fallback max count
fallback replacement definition
falloff power
falloff range
false
false\n
fast_reload
fastreload
feat
feature
ff&?wade
ff&@#GameUI_AdjustGamma_Title
fff?
fffff
ffffff
fg_image
fgcolor
fgcolor_override
field to init
field to read
field to write
fieldName
field_present_mask
file
file://
file://%s
fileTypeString
filesize
filesizeint
fillcolor
fillcolor_override
fillrate
filmgrain
filter
filter_campaign_
filter_campaign_%s
filter_difficulty_
filter_difficulty_%s
filter_onslaught_
filter_onslaught_%s
filter_status_
filter_status_%s
filtered
filterinfo
finale
finnish
fire
fire  : %s, cycle: %.2f eyepitch:%f\n
fire_interactions
fire_rate
fireburst
fireextinguisher2
fireextinguisherdisperse
fireextinguisherdisperse1
fireextinguisherself
firetrigger
first input control point
first particle to copy
firstperson
fish_debug
fixed_instances_max
fixed_skill_points
fixedlength
flEnterExitDuration
flEnterExitStartTime
flFOV
flame
flamer5
flamerdroplets1
flamersparks1
flamerstream1
flammable
flares_used
flashlightHandle
flashlightState
flesh
flex_rules
flex_smooth
flexanimation
flexanimations
flexsetting_t
flexsettinghdr_t
flexsettingindex
flextimingtags
flexweight_t
flip twist axis with yaw
float
float (%f)
float (%f)\n
float differs (net %f pred %f) diff(%f)\n
float( %f )
float_array
floor
fluid
fmod
focusColor
fog_color
fog_colorskybox
fog_enable
fog_enableskybox
fog_end
fog_endskybox
fog_hdrcolorscale
fog_hdrcolorscaleskybox
fog_maxdensity
fog_maxdensityskybox
fog_override
fog_start
fog_startskybox
follow_attachment
follow_customorigin
follow_eyes
follow_origin
font
footstep_snow
force to be inside model
force_centerview
force_pos
forceposx
forceposy
forceposz
forces
forceshortmovement
forcex
forcey
forcez
foreground color
forward
forward_angle
forwardmove
found '%s' in %s\n
fov %f\n
fps:  435  ping: 533 ms lerp 112.3 ms   0/0
fps:%4i   ping: %i ms
frags
frame
frame_blGrip
frame_bottomGrip
frame_brGrip
frame_caption
frame_close
frame_leftGrip
frame_maximize
frame_menu
frame_minimize
frame_mintosystray
frame_origin_x
frame_origin_y
frame_origin_z
frame_rightGrip
frame_tlGrip
frame_topGrip
frame_trGrip
framerate
frames
freeze simulation after time
freeze_grenades_thrown
freeze_statue_shatter
french
french-belgian
french-canadian
french-luxembourg
french-swiss
frequency
frexp
friend
friends
frontcolor
full
full_reset
fullpath
func_break_max_pieces
func_proprrespawnzone
func_useableladder
functionName
fx_drawimpactdebris
fx_drawimpactdust
fx_glass_velocity_cap
fz<C
g15_dumpplayer
g15_reload
g15_update_msec
gO : upper-mid back rounded vowel
g_BriefingFrame
g_CCNameMap:  Event type at %i has wrong value (%i)!
g_ClockSpeed
g_ClockSpeedMillisecondsMultiplier
g_EdictTouchLinks
g_EntityGroundLinks
g_Language
g_NameMap:  CC type at %i has NULL name string!
g_NameMap:  Event type at %i has NULL name string!
g_NameMap:  Event type at %i has wrong value (%i)!
g_PlayerListFrame
g_VProfCurrentProfile
g_debug_ragdoll_removal
g_debug_ragdoll_visualize
g_drone_maxgibs
g_dwClockSpeed
g_pLastMiniProfiler
g_pMemAlloc
g_pThreadPool
g_ragdoll_fadespeed
g_ragdoll_important_maxcount
g_ragdoll_lvfadespeed
g_ragdoll_maxcount
gambler
game
game time per map in minutes
game/Avatar
game/avatar
game/campaign
game/chapter
game/difficulty
game/dir
game/dlcrequired
game/hardcoreFF
game/mission
game/missioninfo/action
game/missioninfo/author
game/missioninfo/builtin
game/missioninfo/displaytitle
game/missioninfo/from
game/missioninfo/version
game/missioninfo/website
game/mode
game/onslaught
game/state
game/swarmstate
game_init
game_material_decals
game_newmap
gameinfo.txt
gameinstructor_draw
gameinstructor_dump_open_lessons
gameinstructor_enable
gameinstructor_find_errors
gameinstructor_nodraw
gameinstructor_reload_lessons
gameinstructor_reset_counts
gameinstructor_start_sound_cooldown
gameinstructor_verbose
gameinstructor_verbose_lesson
gamemonkey
gamestats.dat
gamestats.log
gamestats_
gameui
gameui_activate
gameui_activated
gameui_allowescape
gameui_allowescapetoshow\n
gameui_hidden
gameui_hide
gameui_preventescape
gameui_preventescapetoshow\n
gameui_xbox
gb{Q@
gc msg %s, SteamID %llu, version %hd, job source %llu, job target %llu
generic
generic-type-
genre
german
german-austrian
german-lichtenstein
german-luxembourg
german-swiss
gesture
get active weapon
get active weapon slot
get angular distance
get distance
get marine
get player display name
get potential use target
get use target
get weapon in slot
get weapon slot
getpos
getpos_exact
gff=
gl_clear
gl_clear_randomcolor
global %s
global normal
global origin
globalname
glow_outline_effect_enable
glow_outline_width
go_away_from_keyboard
gpu_level
gpu_mem_level
gravity
great britain
greaterVar
grenade_roll_trim
ground_fire
ground_fire_large
ground_fire_large_top
ground_fire_small
ground_fire_small_top
ground_fire_top
group
group %s [flat %d] [sort %d] %d bytes\n
group id
groupserver
growth time
grub_death
grub_death_fire
grubgib1
grubgibfire1
grubsack_death
gunhair
h<4Z
h=vehicle
hEntity
hI{L[
hacking_icon
halfhealth
halfwidth
handle
handle %u
hard
hardware camera\n software processing data\n track user movement\n\n Copyright EyeControl Technologies
has bit
has prefix
has secondary
has secondary explosives
hash
hasportals
hb?O2
head
head_yaw
headangles[0]
headangles[1]
headangles[2]
header
headerSize
header_tall
header_title_x
header_y
heading
headlight
headoffset
heal
heal_effect
heal_gun_attach
heal_gun_noconnect
healbeacon_heals
healbeacon_heals_self
healbeacons_deployed
healfast
healgun_heals
healgun_heals_self
health
health less than
health percentage less than
healthfrac
healthy
healthy_alt00
height
hide_freezepanel
hidehud
hidelabels
hidepanel
high
history_gap
hitbox
hl2_episodic
hltv_cameraman
hltv_chase
hltv_chat
hltv_fixed
hltv_message
hltv_status
hltv_title
hold
holland
hong-kong
host
host_thread_mode
host_timescale 0
host_timescale 0.0001
host_writeconfig_ss %d
host_writeconfig_video_ss %d
hostfile
hostip
hostname
hostname "%s"\n
hostname "AS:I Server"\n
hostname_changed
hostport
hslider
http:
http://
https:
hud/AmmoProgressCircle
hud/survival_medal_bronze
hud/survival_medal_gold
hud/survival_medal_platinum
hud/survival_medal_silver
hud_autoreloadscript
hud_drawhistory_time
hud_fastswitch
hud_quickinfo
hud_reloadscheme
hud_saytext_time
hud_takesshots
i=%d pos=%d nh=%f dir=%d\n
i@#asw_unknown_ammo_type
iAliensBurned
iCollide
iController
iDamage
iFastHacks
iFriendlyFire
iGamesSuccess
iGamesTotal
iHealing
iShotsFired
iShotsHit
iTotalKills
iWy?
i]Wb
ibzP
ico_friend_indicator_avatar
icon
iconColor
iconImage
icon_blank
icon_con_high
icon_con_low
icon_con_medium
icon_height
icon_inset
icon_key_down
icon_key_generic
icon_key_left
icon_key_right
icon_key_up
icon_key_wide
icon_lan
icon_lobby
icon_mouseLeft
icon_mouseRight
icon_mouseThree
icon_mouseWheel_down
icon_mouseWheel_up
icon_tall
icon_texture
icon_wide
icon_width
icon_xpos
icon_ypos
icons
icontall
ideal angles
idle
idle: %s, weight: %.2f\n
idle_move
idle_move: %.2f
if_split_screen_active
if_split_screen_bottom
if_split_screen_horizontal
if_split_screen_left
if_split_screen_right
if_split_screen_top
if_split_screen_vertical
ignite
ignore delta time
ignorePhonemes
iklocks : %-2d : 
ikrules : %-2d
image
imageAlignment
imageFormat
imageSelected
imagecolor
imba
impact_asphalt
impact_asphalt_cheap
impact_brick
impact_brick_cheap
impact_cardboard
impact_cardboard_cheap
impact_carpet
impact_carpet_cheap
impact_clay
impact_clay_cheap
impact_cloth
impact_cloth_cheap
impact_computer
impact_computer_cheap
impact_concrete
impact_concrete_cheap
impact_dirt
impact_dirt_cheap
impact_glass
impact_glass_cheap
impact_grass
impact_grass_cheap
impact_leaves
impact_leaves_cheap
impact_metal
impact_metal_cheap
impact_mud
impact_mud_cheap
impact_paper
impact_paper_cheap
impact_physics_dust
impact_physics_sparks
impact_plaster
impact_plaster_cheap
impact_plastic
impact_plastic_cheap
impact_puddle
impact_puddle_cheap
impact_rock
impact_rock_cheap
impact_rubber
impact_rubber_cheap
impact_sand
impact_sand_cheap
impact_sheetrock
impact_sheetrock_cheap
impact_steam
impact_steam_short
impact_steam_small
impact_tile
impact_tile_cheap
impact_upholstery
impact_upholstery_cheap
impact_wet
impact_wet_cheap
impact_wood
impact_wood_cheap
impale
impulse
impulse %d
in :%4i   %2.2f k/s 
in_forceuser
in_graph
in_jlook
in_lock_mouse_to_window
in_usekeyboardsampletime
inactiveColor
incendiary
incendiarycloud1
include water
index
indexedBase
indexedDelta
indexindex
inertia
inertiaScale
ineye
infected
influence
info
info message cleared!\n
info_ladder_dismount
infocus_bgcolor_override
ingame
ingamebriefing
inhabited
init xp bar to %d / %d.  pPlayer->GetLevel() = %d\n
init xp bar to %d / %d.  pPlayer->GetLevelBeforeDebrief() = %d\n
initial radius
initialValue
initial_particles
initializers
input control point
input control point number
input field
input field 0-2 X/Y/Z
input maximum
input maximum (-1 to 1)
input minimum
input minimum (-1 to 1)
input volume maximum
input volume maximum in cubic units
input volume minimum
input volume minimum in cubic units
insane
insethud
installedaddon
instance_type
instantly
instructor_lessons
int 
int differs (net %i pred %i) diff(%i)\n
int( %d = 0x%X )
int32
int64
int_array
intchoice particlefield
intchoice particlefield_rotation
intchoice particlefield_scalar
intchoice particlefield_vector
integer
integer (%i)
integer (%i)\n
integer (%i->%s)
integer (%i->%s)\n
interface
interrupt
intro
intro_
invalid_destination
inverseFill
invert absolute value
invnext
invprev
irish-english
is allowed item
is bot
is singleplayer
is tutorial
is3S
italian
italian-swiss
item
item will swap
itemID
itemIndex
item_flags
item_spacing
item_tall
item_wide
iterate_players
iterate_team
jCCASWHud3DMarineNames::Paint
jVa?
jacob
japanese
jj_ground_pound
jj_trail_small
job warning: Resuming job '%s (id: %lld)' due to timeout while paused for %s\n
join
joined
joining
joinleave_button
jointeam 0
joy yaw %f len %f p %f y %f last %f 
joy%d %s:  %s (%s)\n
joy%d %s:  unmapped\n
joy_accel_filter
joy_accelmax
joy_accelscale
joy_advanced
joy_advaxisr
joy_advaxisu
joy_advaxisv
joy_advaxisx
joy_advaxisy
joy_advaxisz
joy_aim_to_movement_time
joy_autoaimdampen
joy_autoaimdampenrange
joy_autoattack
joy_autoattack_angle
joy_autoattack_threshold
joy_autosprint
joy_cfg_preset
joy_circle_correct
joy_cursor_scale
joy_cursor_speed
joy_diagonalpov
joy_disable_movement_in_ui
joy_display_input
joy_forwardsensitivity
joy_forwardthreshold
joy_inverty
joy_legacy
joy_lock_firing_angle
joy_lookspin_default
joy_lowend
joy_lowmap
joy_movement_stick
joy_name
joy_pan_camera
joy_pegged
joy_pitchsensitivity_default
joy_pitchthreshold
joy_preset_1.cfg
joy_preset_2.cfg
joy_preset_3.cfg
joy_preset_4.cfg
joy_radius_snap_factor
joy_response_look
joy_response_move
joy_response_move_vehicle
joy_sensitive_step0
joy_sensitive_step1
joy_sensitive_step2
joy_sidesensitivity
joy_sidethreshold
joy_tilted_view
joy_vehicle_turn_lowend
joy_vehicle_turn_lowmap
joy_virtual_peg
joy_wingmanwarrior_turnhack
joy_xcontroller_cfg_loaded
joy_xcontroller_found
joy_yawsensitivity
joy_yawsensitivity_default
joy_yawthreshold
joyadvancedupdate
joyadvancedupdate silent\n
joystick
jpeg
jukebox_play_random
jukebox_stop
jump
jump_angle
jump_angle: %.2f
jump_jet_forward
jump_jet_height
jump_jet_l
jump_jet_r
k:UG
kU'9
k_EGCMsgAchievementAwarded
k_EGCMsgAppInfoUpdated
k_EGCMsgConCommand
k_EGCMsgGenericReply
k_EGCMsgGetAccountDetails
k_EGCMsgGetUserGameStatsSchema
k_EGCMsgGetUserGameStatsSchemaResponse
k_EGCMsgGetUserStats
k_EGCMsgGetUserStatsResponse
k_EGCMsgLookupAccountFromInput
k_EGCMsgPreTestSetup
k_EGCMsgReceiveInterAppMessage
k_EGCMsgRecordSupportAction
k_EGCMsgSendHTTPRequest
k_EGCMsgSendHTTPRequestResponse
k_EGCMsgSendInterAppMessage
k_EGCMsgStartGameserver
k_EGCMsgStartPlaying
k_EGCMsgStopGameserver
k_EGCMsgStopPlaying
k_EGCMsgValidateSession
k_EGCMsgValidateSessionResponse
k_EGCMsgWGRequest
k_EGCMsgWebAPIJobRequest
k_EGCMsgWebAPIRegisterInterfaces
k_EGCSQLTypeInvalid
k_EGCSQLType_Blob
k_EGCSQLType_String
k_EGCSQLType_double
k_EGCSQLType_float
k_EGCSQLType_int16
k_EGCSQLType_int32
k_EGCSQLType_int64
k_EGCSQLType_int8
k_EMsgGCHatCreated
k_ESOMsg_CacheSubscribed
k_ESOMsg_CacheUnsubscribed
k_ESOMsg_Create
k_ESOMsg_Destroy
k_ESOMsg_Update
kava
kernel32.dll
keyboardFocusColor_override
keyframe
keymappingindex
keynameindex
keys
keyvalues2
keyvalues2_flat_v1
keyvalues2_v1
kicked
kill on no collision
kill particle on collision
killer
kochanek
kochanek_early
kochanek_late
korean
koreana
l)wA
l,kg<i
lWi]
label
labelText
ladder
lampbeam
lamphalo
landmarkModelSpace
language
laser
laser_mine
laser_mine_friendly
lastBarWidth
lastUpdate NaN\n
lastinv
layout
ldexp
leaderboard_duplicate_entries
leaderboard_force_rank_show_interval
left
left4dead
leftText
leftarrow
leftedge
length
length fade in time
length_max
length_min
length_random_exponent
lengthprop%d
lengthproxy
lerp: %5.1f ms
less than
lessEqualVar
level
level.xprequired
levelName
level_up
lifespan_decay
lifetime
lifetime fade end
lifetime fade start
lifetime lerp end
lifetime lerp start
lifetime_max
lifetime_min
lifetime_random
light amplification amount
light bias
light has _fifty_percent_distance of %f but no zero_percent_distance\n
lightindex
lightingcombo
linear
linear_interp
linespacing
listen
listing all active sounds:\n
listing all sounds\n
listmarineresources
listobjectives
listpanel_edit_emitter
listpanel_keybindlist
listroster
lists music pointer
lists sounds playing
load animation from file
loading
lobby
locBody
locHeader
local
local space CP
local space control point number
localdata
localhost
localize
localplayer
localplayer_changeclass
localplayer_changeteam
localplayerweapon
localteam
location
locator_background_border_color
locator_background_border_thickness
locator_background_color
locator_background_shift_x
locator_background_shift_y
locator_background_style
locator_background_thickness_x
locator_background_thickness_y
locator_fade_time
locator_icon_max_size_non_ss
locator_icon_min_size_non_ss
locator_lerp_rest
locator_lerp_speed
locator_lerp_time
locator_pulse_time
locator_split_len
locator_split_maxwide_percent
locator_start_at_crosshair
locator_target_offset_x
locator_target_offset_y
locator_text_drop_shadow
locator_text_glow
locator_text_glow_color
locator_topdown_style
lock
lock rotation
lock to bone
lockbodyfacing
log10
logos/UI/%s
long
long 
lookat
lookspring
lookstrafe
loop
loopcount
loss:%3i    choke: %2i 
lowHealth
lowResImageFormat
lowResImageHeight
lowResImageSample
lowResImageWidth
lower_body
ls1=
lstrcpyA
lstrlenA
lunge_attack
lwK?
lzZ?
m1WY$
m_ASWOrders
m_Activity
m_AlienClassNum
m_AmbientLight.m_flIntensity
m_AmbientLight.m_vColor
m_AmbientLight.m_vPos
m_Ammo2Color
m_AmmoCount
m_AmmoCount[0]
m_AnimOverlay
m_BGOverrideColor
m_BackgroundColor
m_BlipType
m_BlipType[0]
m_BoxColor
m_CampaignFrame
m_CampaignName
m_Collision
m_CollisionGroup
m_Color
m_Color1
m_Color2
m_Commander
m_CurrentStage
m_DateTime
m_DebriefText1
m_DebriefText2
m_DebriefText3
m_Density
m_DensityRampSpeed
m_DirLight.m_flIntensity
m_DirLight.m_vColor
m_DirLight.m_vPos
m_DistMax
m_DmgRadius
m_DownloadObjectiveName
m_DustFlags
m_EffectData
m_EndColor
m_EndSize
m_EnvWindShared
m_Exponent
m_FOV
m_FadeDuration
m_FadeEndTime
m_FadeStartTime
m_FallSpeed
m_Filter
m_FireState
m_Flags
m_FogColor
m_FontBig
m_FontMedium
m_FontSmall
m_Handle
m_IconColor
m_Info
m_InnerAngle
m_ItemColor
m_JetLength
m_Leader
m_LifetimeMax
m_LifetimeMin
m_LightColor
m_LightStyle
m_Local
m_MailFile
m_MapMarkings
m_MarineEntity
m_MarineProfileIndex
m_MarineResources
m_MarineResources[0]
m_MaterialName
m_MaxDirectedSpeed
m_MaxSpeed
m_MaxWeight
m_Medals
m_MedalsAwarded
m_Medals[0]
m_MenuColor
m_MessageImage
m_MessageLine1
m_MessageLine2
m_MessageLine3
m_MessageLine4
m_MessageSound
m_MinDirectedSpeed
m_MinSpeed
m_MissionComplete
m_MissionCompleteFrame
m_MissionComplete[0]
m_MissionsCompleteNames
m_MissionsCompleteNames[0]
m_ModelName
m_MoveCollide
m_MoveType
m_MovementSpeed
m_NameFont
m_NameGlowFont
m_NewsFile
m_NoPowerMessage
m_NumRetries
m_NumRetries[0]
m_NumVotes
m_NumVotes[0]
m_ObjectiveDescription1
m_ObjectiveDescription2
m_ObjectiveDescription3
m_ObjectiveDescription4
m_ObjectiveIcon
m_ObjectiveImage
m_ObjectiveInfoIcon1
m_ObjectiveInfoIcon2
m_ObjectiveInfoIcon3
m_ObjectiveInfoIcon4
m_ObjectiveInfoIcon5
m_ObjectiveMarkerName
m_ObjectiveName
m_ObjectiveTitle
m_Objectives
m_Objectives[0]
m_Opacity
m_OuterAngle
m_PDAName
m_Params
m_ParticleDrawWidth
m_ParticleLifetime
m_ParticleSpacingDistance
m_PlantFile
m_PlayerFog.m_hCtrl
m_Priority
m_Radius
m_Rate
m_RawPanelBitVec
m_RawPanelBitVec[ 0 ]
m_Recipients
m_Resolution
m_RopeFlags
m_RopeLength
m_RotationSpeed
m_SecurityCamLabel1
m_SecurityCamLabel2
m_SecurityCamLabel3
m_SelectedColor
m_Slack
m_SoundName
m_SpawnRadius
m_SpawnRate
m_Speed
m_SpeedMax
m_SpotRadius
m_SpotlightTextureName
m_SpreadSpeed
m_SquadMate_ExtraItem_hotkey_color
m_SquadMate_ExtraItem_quantity_color
m_SquadMate_bullets_bg_color
m_SquadMate_bullets_fg_color
m_SquadMate_clips_empty_color
m_SquadMate_clips_full_color
m_SquadMate_name_color
m_SquadMate_name_dead_color
m_StartColor
m_StartSize
m_StocksSeed
m_StopEmitTime
m_Subdiv
m_TeamRespawnWaveTimes
m_TeamRespawnWaveTimes[0]
m_TextColor
m_TextureName
m_TextureScale
m_TimelineAmmo
m_TimelineFriendlyFire
m_TimelineHealth
m_TimelineKillsTotal
m_TimelinePosX
m_TimelinePosY
m_TurretLabel1
m_TurretLabel2
m_TurretLabel3
m_Type
m_ViewSmoothingData
m_WeatherSeed
m_Weight
m_Width
m_WindowTitle
m_WithProxy
m_WorldMaxs
m_WorldMins
m_actionScale
m_actionSpeed
m_actionValue
m_afButtonForced
m_afButtonLast
m_afButtonPressed
m_afButtonReleased
m_angAbsRotation
m_angDefault
m_angEyeAngles[0]
m_angEyeAngles[1]
m_angEyeAngles[2]
m_angLaserAim
m_angNetworkAngles
m_angRotation
m_angRotation[0]
m_angRotation[1]
m_angRotation[2]
m_angViewLimit
m_angle
m_attachmentPointBoneSpace
m_attachmentPointRagdollSpace
m_audio.entIndex
m_audio.localBits
m_audio.localSound[0]
m_audio.localSound[1]
m_audio.localSound[2]
m_audio.localSound[3]
m_audio.localSound[4]
m_audio.localSound[5]
m_audio.localSound[6]
m_audio.localSound[7]
m_audio.soundscapeIndex
m_bAICrouch
m_bActivated
m_bActive
m_bAlive
m_bAlive[0]
m_bAllowAutoMovement
m_bAllowNodrawTarget
m_bAltFiresUnderwater
m_bAlternateSorting
m_bAlwaysUpdate
m_bAnimate
m_bAnimatedEveryTick
m_bArmed
m_bAssembled
m_bAutoAimTarget
m_bAutoHideButtons
m_bAutoOpen
m_bAwaitingReadyRestart
m_bAwake
m_bBashable
m_bBeatSpeedrunTime
m_bBlockedSpawner
m_bBounceLaser
m_bBulletMod
m_bBumpWithTimeoutWhenLearned
m_bCameraSpace
m_bCanCloseToWeld
m_bCanOpenWhenDead
m_bCanTimeoutWhileInactive
m_bCheapEffect
m_bCheated
m_bChestOpen
m_bClientPhysics
m_bClientSide
m_bClientSideAnimation
m_bClientSideFrameReset
m_bClientSidePredicted
m_bClientSideRagdoll
m_bColdWorld
m_bComplete
m_bConnected
m_bConnected[0]
m_bConstrainBetweenEndpoints
m_bConstraintPastRadius
m_bCutting
m_bDOFEnabled
m_bDamaged
m_bDetonated
m_bDisableManipulation
m_bDisableShadows
m_bDisabled
m_bDisplayPerf
m_bDoEggIdle
m_bDontRemove
m_bDownloadedDocs
m_bDrawViewmodel
m_bDriving
m_bDucked
m_bDucking
m_bDummy
m_bElectrical
m_bElectroStunned
m_bEmit
m_bEnableLocalLightShadows
m_bEnableShadows
m_bEnabled
m_bEnterAnimOn
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m_bExitAnimOn
m_bExplosive
m_bFaceLeft
m_bFaceMeleeYaw
m_bFadeCorpse
m_bFadingOut
m_bFailed
m_bFakeLadder
m_bFastReloadFailure
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m_bFinishFreezing
m_bFireOnEmpty
m_bFiresUnderwater
m_bFiring
m_bFixedPosition
m_bFixedSkillPoints
m_bFloatLerpWrap
m_bFogEnable
m_bForceCaption
m_bForceStylinCam
m_bFriendly
m_bHasDynamicLight
m_bHasGun
m_bHeadlightIsOn
m_bHealthHalved
m_bHideAtFullHealth
m_bImportanRagdoll
m_bImportant
m_bInDuckJump
m_bInOvertime
m_bInReload
m_bInSetup
m_bInWaitingForPlayers
m_bInfested
m_bInfesting
m_bInflated
m_bInflating
m_bInhabited
m_bInterpolationWrap
m_bIsActive
m_bIsAimTarget
m_bIsBroken
m_bIsDoorButton
m_bIsFiring
m_bIsInUse
m_bIsInVehicle
m_bIsLive
m_bIsLocked
m_bIsMoving
m_bIsOn
m_bIsPlayingBack
m_bIsSecondaryFiring
m_bJustUnlockedCarnage
m_bJustUnlockedHardcore
m_bJustUnlockedUber
m_bKnockedOut
m_bLastAllCorrect
m_bLastBoost
m_bLastSkid
m_bLastThrottle
m_bLight
m_bLightOnlyTarget
m_bLightWorld
m_bLooping
m_bLowAmmo
m_bMailFileLocked
m_bMarineDead
m_bMarineDead[0]
m_bMarineWounded
m_bMarineWounded[0]
m_bMaster
m_bMeasurePerf
m_bMeleeChargeActivate
m_bMeleeCollisionDamage
m_bMeleeComboKeyPressed
m_bMeleeComboKeypressAllowed
m_bMeleeComboTransitionAllowed
m_bMeleeKeyReleased
m_bMeleeMadeContact
m_bMineActive
m_bMineTriggered
m_bMissionFailed
m_bMissionRequiresTech
m_bMissionSuccess
m_bMultiplayer
m_bMultiplayerGame
m_bNewAnimCommandsSemaphore
m_bNewsFileLocked
m_bNoIconTarget
m_bNoListRepeats
m_bNoOffscreen
m_bNoPower
m_bNoSky
m_bOfflineGame
m_bOn
m_bOnFire
m_bOneMarineEach
m_bOptional
m_bPaused
m_bPerformAvoidance
m_bPlantFileLocked
m_bPlaySound
m_bPlayedMeleeHitSound
m_bPlayerReady
m_bPlayerReady[0]
m_bPoisoned
m_bPoseValueParity
m_bPoweredUp
m_bPowerupExpires
m_bPreventMovement
m_bRecommendedSeal
m_bReflectingProjectiles
m_bReleaseRagdoll
m_bReloadsSingly
m_bRemoveable
m_bSecurityCam
m_bSecurityCam1Locked
m_bSendHandle
m_bSendHandle: %d, m_Handle.Get: 0x%p\n
m_bSettled
m_bShatter
m_bShootable
m_bShotDelayed
m_bShowColumns
m_bShowCommanderFace
m_bShowWhenOccluded
m_bSimpleProjection
m_bSimulatedEveryTick
m_bSkillMarineHelping
m_bSlowHeal
m_bSmoke
m_bSpeedModActive
m_bSpotlightOn
m_bStartDark
m_bStartFramed
m_bStartIdleSound
m_bState
m_bStocksFileLocked
m_bStopWatch
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m_bSwitchedTeamsThisRound
m_bSwitchingWeapons
m_bTakenWoundDamage
m_bTeamReady
m_bTeamReady[0]
m_bTurret1Locked
m_bUnableToFire
m_bUpsideDown
m_bUseAreaEnabled
m_bUseCustomAutoExposureMax
m_bUseCustomAutoExposureMin
m_bUseCustomBloomScale
m_bUseHitboxesForRenderBox
m_bUseParentBG
m_bUseScreenAspectRatio
m_bUseScriptBGColor
m_bUsingEngineeringAura
m_bVisible
m_bVisionActive
m_bWaitingForInput
m_bWalking
m_bWasActive
m_bWasWeldedByMarine
m_bWearingSuit
m_bWeatherFileLocked
m_bWeldSeal
m_bWorldSpaceScale
m_bWrap
m_bZoomed
m_baseFlags
m_bitsDamageType
m_blinktoggle
m_boneIndexAttached
m_cellX
m_cellY
m_cellZ
m_cellbits
m_chAreaBits
m_chAreaBits[0]
m_chAreaPortalBits
m_chAreaPortalBits[0]
m_chCurrentSlideLists
m_chCurrentSlideLists[0]
m_chMaterialType
m_chPoseIndex
m_chPoseIndex[0]
m_clrOutline
m_clrOverlay
m_clrRender
m_collisionMaxs
m_collisionMins
m_command
m_controlPosition
m_controls.bHasBrakePedal
m_controls.boost
m_controls.brake
m_controls.brakepedal
m_controls.handbrake
m_controls.handbrakeLeft
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m_controls.steering
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m_current
m_customaccel
m_customaccel_exponent
m_customaccel_max
m_customaccel_scale
m_debugRadius
m_deltaTime
m_duration
m_entityChannel
m_fAIPitch
m_fAccuracy
m_fAccuracy[0]
m_fAmplitude
m_fAssembleCompleteTime
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m_fBestTimeTaken
m_fBriefingStartedTime
m_fBrightness
m_fCountdownFinishTime
m_fCycleFrequency
m_fDecay
m_fDeployYaw
m_fDesiredScale
m_fDownloadTime
m_fEffects
m_fEggAwake
m_fEndWidth
m_fFFGuardTime
m_fFModAmplitude
m_fFModRate
m_fFModTimeOffset
m_fFadeLength
m_fFastFinishTime
m_fFastReloadEnd
m_fFastReloadStart
m_fFinishedHackTime
m_fFireDuration
m_fFixedPositionX
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m_fFlags
m_fFloat1
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m_fHackProgress
m_fHaloScale
m_fHealthFraction
m_fHeight
m_fInfestedStartTime
m_fInfestedTime
m_fInterpolationTime
m_fIsRunning
m_fIsWalking
m_fLastBoost
m_fLastMomentFlipDamage
m_fLife
m_fLockDuration
m_fLockedPoints
m_fMapGenerationProgress
m_fMarineDeathTime
m_fMass
m_fMaxRange1
m_fMaxRange2
m_fMaxSlideTime
m_fMinRange1
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m_fMinSlideTime
m_fMoveInterval
m_fNextMeleeTime
m_fNoise
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m_fOutput
m_fPoseValue
m_fPreventStimMusicTime
m_fPulseSpeed
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m_fRadius
m_fRange
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m_fReloadClearFiringTime
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m_fScale
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m_fScreenFlags
m_fSlowTime
m_fSpeed
m_fStartFrame
m_fTime
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m_fTimeout
m_fUpdateInterval
m_fVisibleTime
m_fVoteEndTime
m_fWidth
m_fadeMaxDist
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m_fireState
m_flAlpha
m_flAlphaOverride
m_flAltitude
m_flAmbient
m_flAmmoUseTime
m_flAnimTime
m_flArmProgress
m_flBackgroundAlpha
m_flBaseDamage
m_flBaseSpread
m_flBlendWeight
m_flBloomExponent
m_flBloomSaturation
m_flBlur
m_flBrightnessScale
m_flBrightnessTime
m_flCheapWaterEndDistance
m_flCheapWaterStartDistance
m_flCloseCaptionDuration
m_flColorTransitionTime
m_flConstraintRadius
m_flConstraintSpeedFactor
m_flConstraintWidth
m_flConveyorSpeed
m_flCreateTime
m_flCurWeight
m_flCurrentSealTime
m_flCurrentWaveStartTime
m_flCustomAutoExposureMax
m_flCustomAutoExposureMin
m_flCustomBloomScale
m_flCustomBloomScaleMinimum
m_flCycle
m_flDamage
m_flDamageBuffEndTime
m_flDamageTaken
m_flDeathTime
m_flDelayedFire
m_flDetailsRowHeight
m_flDetonateTime
m_flDieTime
m_flDistance
m_flDmgTime
m_flDuration
m_flEffectTime
m_flElasticity
m_flElectrifiedArmorEndTime
m_flEncodedController
m_flEncodedController[0]
m_flEndRadius
m_flEndSize
m_flEndWidth
m_flEnginePitch1Time
m_flFOV
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m_flFOVTime
m_flFadeDist
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m_flFadeInDuration
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m_flFadeInStart
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m_flFadeOutModelLength
m_flFadeOutModelStart
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m_flFadeStartDist
m_flFallVelocity
m_flFarBlurDepth
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m_flFarFocusDepth
m_flFarZ
m_flFinalValue
m_flFireAnimTime
m_flFireInterval
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m_flFlareScale
m_flFloatLerpEndValue
m_flFloatLerpStartValue
m_flFloatLerpTransitionTime
m_flFogEnd
m_flFogMaxDensity
m_flFogStart
m_flForceClientTime
m_flFrame
m_flFrameRate
m_flFramerate
m_flFriction
m_flFrictionModTime
m_flFrictionTime
m_flFrozen
m_flFrozenPerHitbox
m_flFrozenPerHitbox[0]
m_flGlowProxySize
m_flGravity
m_flGrowTime
m_flGustDuration
m_flHDRColorScale
m_flHeatLevel
m_flHeight
m_flHistoryGap
m_flIconInset
m_flInitialWindSpeed
m_flInterval
m_flItemFadeInTime
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m_flItemHiddenTime
m_flJumpJetEndTime
m_flJumpJetStartTime
m_flKnockdownYaw
m_flLaggedMovementValue
m_flLastDamageTime
m_flLastHit
m_flLastHitTime
m_flLastTime
m_flLifeTime
m_flLifetime
m_flLightFOV
m_flLightScale
m_flMagnitude
m_flMapResetTime
m_flMaxDamage
m_flMaxDelay
m_flMaxFrame
m_flMaxGustDelay
m_flMaxHeat
m_flMaxOccludeeArea
m_flMaxPropScreenSpaceWidth
m_flMaxRevThrottle
m_flMaxSpeed
m_flMaxWeight
m_flMaximumHeight
m_flMaximumTime
m_flMaximumWidth
m_flMaxspeed
m_flMeleeLastCycle
m_flMeleeStartTime
m_flMeleeYaw
m_flMinDelay
m_flMinFadeLength
m_flMinGustDelay
m_flMinOccluderArea
m_flMinPropScreenSpaceWidth
m_flMinimumHeight
m_flMinimumTime
m_flMinimumWidth
m_flModelScale
m_flNearBlurDepth
m_flNearBlurRadius
m_flNearFocusDepth
m_flNearZ
m_flNextAttack
m_flNextEmptySoundTime
m_flNextFullChargeTime
m_flNextLaunchTime
m_flNextPrimaryAttack
m_flNextRespawnWave
m_flNextRespawnWave[0]
m_flNextSecondaryAttack
m_flNoise
m_flNorthOffset
m_flOpenCloseTime
m_flOverlayTimes
m_flOverlayTimes[0]
m_flPanelHeight
m_flPanelWidth
m_flPartialBullets
m_flParticleLifetime
m_flPercentCollide
m_flPhysics
m_flPitchHack
m_flPlaybackRate
m_flPoseParameter
m_flPoseParameter[0]
m_flPostProcessParameters
m_flPostProcessParameters[0]
m_flPower
m_flPowerupExpireTime
m_flPredictedEventTime
m_flPrevCycle
m_flPrevSkyboxScale
m_flPreventLaserSightTime
m_flProjectionSize
m_flProxyRandomValue
m_flRadius
m_flRelativeUpOffset
m_flRestartRoundTime
m_flRestartingMissionTime
m_flResupplyEndTime
m_flRollSpeed
m_flRotation
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m_flScaleEnd
m_flScaleTime
m_flScaleTimeEnd
m_flScaleTimeStart
m_flScriptVolume
m_flScrollSpeed
m_flSelectionAlphaOverride
m_flSequenceScale
m_flShadowCastDistance
m_flShadowMaxDist
m_flShakeTime
m_flShardSize
m_flSimulationTime
m_flSize
m_flSizeMax
m_flSizeMin
m_flSkyboxScale
m_flSpawnRadius
m_flSpawnRate
m_flSpawnTime
m_flSpeed
m_flSpinRate
m_flSpotlightGoalWidth
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m_flSpriteFramerate
m_flSpriteScale
m_flStartDamageTime
m_flStartFireTime
m_flStartRadius
m_flStartScale
m_flStartSize
m_flStartTime
m_flStartWidth
m_flStartWidthVariance
m_flStartupTime
m_flStepSize
m_flStepSoundTime
m_flStimEndTime
m_flStimStartTime
m_flSunDistance
m_flSwimSoundTime
m_flTexCoord
m_flTextInset
m_flTextScan
m_flTextureRes
m_flThrottle
m_flThrottleReduction
m_flTimeBurnOut
m_flTimePingEffect
m_flTimeWeaponIdle
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m_flTranslucencyLimit
m_flTravelTime
m_flTwist
m_flUpOffset
m_flUpdateTime
m_flUseKeyDownTime
m_flValues
m_flValues[0]
m_flVehicleVolume
m_flWaterJumpTime
m_flWaterZ
m_flWaveHeight
m_flWeight
m_flWidth
m_flWidthVariance
m_flags
m_flexWeight
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m_fog.HDRColorScale
m_fog.blend
m_fog.colorPrimary
m_fog.colorPrimaryLerpTo
m_fog.colorSecondary
m_fog.colorSecondaryLerpTo
m_fog.dirPrimary
m_fog.duration
m_fog.enable
m_fog.end
m_fog.endLerpTo
m_fog.farz
m_fog.lerptime
m_fog.maxdensity
m_fog.maxdensityLerpTo
m_fog.start
m_fog.startLerpTo
m_font
m_forceupdate
m_forward
m_hASWVehicle
m_hActiveWeapon
m_hActorList
m_hAimTarget
m_hAttachEntity
m_hAttachEntity[0]
m_hAttacker
m_hAutoAimTarget
m_hButtonFont
m_hButtonFont_ss
m_hCampaignSave
m_hCaptionFont
m_hCaptionFont_ss
m_hCaptionGlowFont
m_hCaptionGlowFont_ss
m_hColorCorrectionCtrl
m_hConstraintEntity
m_hControlPointEnts
m_hControlPointEnts[0]
m_hCurrentHack
m_hDefaultFont
m_hDefaultLargeFont
m_hDefaultSmallFont
m_hDriver
m_hEffectEntity
m_hEndPoint
m_hEnt
m_hEntAttached
m_hEntity1
m_hEntity2
m_hExcludePlayer
m_hGiveAmmoFont
m_hGlowFont
m_hGroundEntity
m_hHackTarget
m_hHackerMarineResource
m_hHealEntity
m_hHealingTarget
m_hHighlightEntity
m_hIconTarget
m_hInflictor
m_hInitBaseAnimating
m_hItemFont
m_hItemFontPulsing
m_hKeysFont
m_hLaserSight
m_hLastWeapon
m_hLightingOrigin
m_hLiveSprite
m_hLocalPlayer
m_hMarine
m_hMarineFollowTarget
m_hMarineHealthFont
m_hMyWeapons
m_hMyWeapons[0]
m_hNetworkMoveParent
m_hNumberFont
m_hNumberGlowFont
m_hObserverTarget
m_hOrderingMarine
m_hOverlayFont
m_hOwner
m_hOwnerEntity
m_hPanelProp
m_hPlayer
m_hPlayerNameFont
m_hPlayerOwner
m_hPostProcessCtrl
m_hProps
m_hProps[0]
m_hQueen
m_hQueenEnemy
m_hRemoteTurret
m_hScannerInfo
m_hSecurityCam1
m_hSentryBase
m_hShockEntity
m_hSmallFont
m_hSmallMarineNameFont
m_hSmallNumberFont
m_hSpectatingMarine
m_hStartPoint
m_hStartStimPlayer
m_hTarget
m_hTargetEntity
m_hTextFont
m_hThrower
m_hTonemapController
m_hTurret1
m_hTurretFont
m_hUnragdoll
m_hUseAreaFont
m_hUseEntity
m_hUseKeyDownEnt
m_hUseTarget
m_hUser
m_hUsingEntity
m_hVehicle
m_hViewEntity
m_hViewModel
m_hViewModel[0]
m_hViewPosition
m_hVotingMissions
m_hWeapon
m_hWeldingDoor
m_hZoomOwner
m_iAdrenalineUsed
m_iAdrenalineUsed[0]
m_iAliensBurned
m_iAliensBurned[0]
m_iAliensKilled
m_iAmmo
m_iAmmoDeployed
m_iAmmoDeployed[0]
m_iAmmoType
m_iAmmoUnitsRemaining
m_iAmmo[0]
m_iAvatarWidth
m_iBackgroundModelIndex
m_iBarTall
m_iBarWide
m_iBarX
m_iBarY
m_iBestKills
m_iBlipX
m_iBlipX[0]
m_iBlipY
m_iBlipY[0]
m_iBonusChallenge
m_iBonusProgress
m_iBulletsInGun
m_iCampaignGame
m_iClassWidth
m_iClip1
m_iClip2
m_iClips
m_iCommanderIndex
m_iControlPointParents
m_iControlPointParents[0]
m_iCount
m_iCountXFR
m_iCountY
m_iCurrentFriction
m_iCurrentKills
m_iCurrentMaxRagdollCount
m_iCurrentPosition
m_iCurrentVoteNo
m_iCurrentVoteType
m_iCurrentVoteYes
m_iCycleType
m_iDamage
m_iDamageAmpsUsed
m_iDamageAmpsUsed[0]
m_iDamageAndFF0
m_iDamageAndFF0[0]
m_iDamageAndFF1
m_iDamageAndFF1[0]
m_iDamageAndFF2
m_iDamageAndFF2[0]
m_iDamageAndFF3
m_iDamageAndFF3[0]
m_iDamageAndFF4
m_iDamageAndFF4[0]
m_iDamageAndFF5
m_iDamageAndFF5[0]
m_iDamageAndFF6
m_iDamageAndFF6[0]
m_iDamageAndFF7
m_iDamageAndFF7[0]
m_iDamageCustom
m_iDamageStats
m_iDamage[0]
m_iDeathFrame
m_iDeathPose
m_iDeathWidth
m_iDeaths
m_iDeaths[0]
m_iDefaultFOV
m_iDesiredOverlay
m_iDoorStrength
m_iDoorType
m_iDroneKills
m_iEFlags
m_iEffectIndex
m_iEffectName
m_iEggKills
m_iElectricArmorUsed
m_iElectricArmorUsed[0]
m_iEndAttachment
m_iEntIndex
m_iEntity
m_iEntriesPerTumbler
m_iEvent
m_iFF
m_iFF[0]
m_iFOV
m_iFOVStart
m_iFastHacks
m_iFastHacks[0]
m_iFlags
m_iFlaresUsed
m_iFlaresUsed[0]
m_iForcedActionRequest
m_iFrameEnd
m_iFrameStart
m_iFreezeGrenadesThrown
m_iFreezeGrenadesThrown[0]
m_iFrictionAnimState
m_iGameState
m_iGustDirChange
m_iHackLevel
m_iHammerID
m_iHeaderTall
m_iHeaderY
m_iHealBeaconHeals
m_iHealBeaconHeals[0]
m_iHealBeaconHeals_Self
m_iHealBeaconHeals_Self[0]
m_iHealBeaconsDeployed
m_iHealBeaconsDeployed[0]
m_iHealGunHeals
m_iHealGunHeals[0]
m_iHealGunHeals_Self
m_iHealGunHeals_Self[0]
m_iHealth
m_iHealthHealed
m_iHealthHealed[0]
m_iHealth[0]
m_iHideHUD
m_iIconTall
m_iIconWide
m_iIconX
m_iIconY
m_iInitialWindDir
m_iInteger1
m_iInteger2
m_iJumpJetting
m_iKickVoteIndex
m_iKickVotes
m_iKickVotes[0]
m_iKills
m_iKills[0]
m_iLeaderIndex
m_iLeaderVoteIndex
m_iLeaderVotes
m_iLeaderVotes[0]
m_iListType
m_iMapVoted
m_iMaterialModel
m_iMaterialName
m_iMaxAmmo
m_iMaxFriction
m_iMaxGust
m_iMaxHealth
m_iMaxMarines
m_iMaxWind
m_iMaximumDamage
m_iMedkitsUsed
m_iMedkitsUsed[0]
m_iMeleeAllowMovement
m_iMeleeAttackID
m_iMinFriction
m_iMinGust
m_iMinWind
m_iMissionDifficulty
m_iMoney
m_iName
m_iNameWidth
m_iNetworkedPromotion
m_iNetworkedXP
m_iNextCampaignMission
m_iNodeNumber
m_iNodeNumberMax
m_iNumCampaigns
m_iNumColumns
m_iNumMissions
m_iNumMissionsComplete
m_iNumOverviewMissions
m_iNumPredictedEvents
m_iNumRows
m_iNumSavedCampaigns
m_iNumTumblers
m_iNumWires
m_iObserverMode
m_iOnLandMeleeAttackID
m_iOverlayID
m_iPacketloss
m_iParasiteKills
m_iParentAttachment
m_iPhysicsMode
m_iPing
m_iPingWidth
m_iPing[0]
m_iPowerupType
m_iPredictedEvent
m_iPrimaryAmmoCount
m_iPrimaryAmmoType
m_iPriority
m_iRailBurst
m_iRandomMapSeed
m_iRocketsToFire
m_iRopeMaterialModelIndex
m_iRosterSelected
m_iRosterSelected[0]
m_iRoundState
m_iRoundsWon
m_iSaveMissionsComplete
m_iSaveMissionsComplete[0]
m_iScore
m_iScoreWidth
m_iScore[0]
m_iScrollDistance
m_iSecondary
m_iSecondaryAmmoCount
m_iSecondaryAmmoType
m_iSentryAngle
m_iSentryCannonDeployed
m_iSentryCannonDeployed[0]
m_iSentryFlamerDeployed
m_iSentryFlamerDeployed[0]
m_iSentryFreezeDeployed
m_iSentryFreezeDeployed[0]
m_iSentryGunsDeployed
m_iSentryGunsDeployed[0]
m_iServerControlPointAssignments
m_iServerControlPointAssignments[0]
m_iServerFiring
m_iSheetInsetBottom
m_iShieldbugKills
m_iShotsFired
m_iShotsFiredAndHit0
m_iShotsFiredAndHit0[0]
m_iShotsFiredAndHit1
m_iShotsFiredAndHit1[0]
m_iShotsFiredAndHit2
m_iShotsFiredAndHit2[0]
m_iShotsFiredAndHit3
m_iShotsFiredAndHit3[0]
m_iShotsFiredAndHit4
m_iShotsFiredAndHit4[0]
m_iShotsFiredAndHit5
m_iShotsFiredAndHit5[0]
m_iShotsFiredAndHit6
m_iShotsFiredAndHit6[0]
m_iShotsFiredAndHit7
m_iShotsFiredAndHit7[0]
m_iShotsFired[0]
m_iShotsHit
m_iShouldWrapStaticLocators
m_iShowOption
m_iSkillLevel
m_iSkillPointsAwarded
m_iSkillPointsAwarded[0]
m_iSkillSlot0
m_iSkillSlot0[0]
m_iSkillSlot1
m_iSkillSlot1[0]
m_iSkillSlot2
m_iSkillSlot2[0]
m_iSkillSlot3
m_iSkillSlot3[0]
m_iSkillSlot4
m_iSkillSlot4[0]
m_iSkillSlotSpare
m_iSkillSlotSpare[0]
m_iSlowHealAmount
m_iSourceEntityIndex
m_iSpeakersX
m_iSpeakersY
m_iSpecialMode
m_iSpeedModRadius
m_iSpeedModSpeed
m_iSpeedrunTime
m_iStartAttachment
m_iStartingEquip0
m_iStartingEquip0[0]
m_iStartingEquip1
m_iStartingEquip1[0]
m_iStartingEquip2
m_iStartingEquip2[0]
m_iState
m_iTabHeight
m_iTabHeightSmall
m_iTabXDelta
m_iTabXIndent
m_iTargetKills
m_iTeam
m_iTeamNum
m_iTeam[0]
m_iTeslaTrapsDeployed
m_iTeslaTrapsDeployed[0]
m_iTextureFrameIndex
m_iTimeOfDay
m_iTitleTextInsetXOverride
m_iTitleTextInsetYOverride
m_iTitleXOffset
m_iTotalKills
m_iTrapState
m_iTumblerCorrectNumber
m_iTumblerCorrectNumber[0]
m_iTumblerDirection
m_iTumblerDirection[0]
m_iTumblerPosition
m_iTumblerPosition[0]
m_iType
m_iUnlockedModes
m_iUsableItemsOnMeleePress
m_iViewModelIndex
m_iWeaponClassAndKills0
m_iWeaponClassAndKills0[0]
m_iWeaponClassAndKills1
m_iWeaponClassAndKills1[0]
m_iWeaponClassAndKills2
m_iWeaponClassAndKills2[0]
m_iWeaponClassAndKills3
m_iWeaponClassAndKills3[0]
m_iWeaponClassAndKills4
m_iWeaponClassAndKills4[0]
m_iWeaponClassAndKills5
m_iWeaponClassAndKills5[0]
m_iWeaponClassAndKills6
m_iWeaponClassAndKills6[0]
m_iWeaponClassAndKills7
m_iWeaponClassAndKills7[0]
m_iWeaponsInSlots
m_iWeaponsInSlots[0]
m_iWindSeed
m_iWindowSize
m_iWinningTeam
m_iWire1TileLit
m_iWire1TileLit[0]
m_iWire1TilePosition
m_iWire1TilePosition[0]
m_iWire1TileType
m_iWire1TileType[0]
m_iWire2TileLit
m_iWire2TileLit[0]
m_iWire2TilePosition
m_iWire2TilePosition[0]
m_iWire2TileType
m_iWire2TileType[0]
m_iWire3TileLit
m_iWire3TileLit[0]
m_iWire3TilePosition
m_iWire3TilePosition[0]
m_iWire3TileType
m_iWire3TileType[0]
m_iWire4TileLit
m_iWire4TileLit[0]
m_iWire4TilePosition
m_iWire4TilePosition[0]
m_iWire4TileType
m_iWire4TileType[0]
m_iWorldModelIndex
m_iWounded
m_iWounded[0]
m_index
m_index[0]
m_interval
m_isPlaying
m_iszBreakEffect
m_iszBreakSound
m_iszCampaignNames[0]
m_iszCampaignNames[1]
m_iszCampaignNames[2]
m_iszCommentaryFile
m_iszCommentaryFileNoHDR
m_iszDetailSpriteMaterial
m_iszMissionNames[0]
m_iszMissionNames[1]
m_iszMissionNames[2]
m_iszMissionNames[3]
m_iszMissionNames[4]
m_iszMissionNames[5]
m_iszMissionNames[6]
m_iszMissionNames[7]
m_iszName
m_iszOverlayNames
m_iszOverlayNames[0]
m_iszPlayerMedals
m_iszPlayerMedals[0]
m_iszSaveCampaignNames[0]
m_iszSaveCampaignNames[1]
m_iszSaveCampaignNames[2]
m_iszSaveCampaignNames[3]
m_iszSaveCampaignNames[4]
m_iszSaveCampaignNames[5]
m_iszSaveCampaignNames[6]
m_iszSaveCampaignNames[7]
m_iszSaveDateTimes[0]
m_iszSaveDateTimes[1]
m_iszSaveDateTimes[2]
m_iszSaveDateTimes[3]
m_iszSaveDateTimes[4]
m_iszSaveDateTimes[5]
m_iszSaveDateTimes[6]
m_iszSaveDateTimes[7]
m_iszSaveNames[0]
m_iszSaveNames[1]
m_iszSaveNames[2]
m_iszSaveNames[3]
m_iszSaveNames[4]
m_iszSaveNames[5]
m_iszSaveNames[6]
m_iszSaveNames[7]
m_iszSavePlayerNames[0]
m_iszSavePlayerNames[1]
m_iszSavePlayerNames[2]
m_iszSavePlayerNames[3]
m_iszSavePlayerNames[4]
m_iszSavePlayerNames[5]
m_iszSavePlayerNames[6]
m_iszSavePlayerNames[7]
m_iszSoundName
m_iszSoundScriptName
m_iszSpeakers
m_iszSpriteName
m_ladderSurfaceProps
m_lifeState
m_lookupFilename
m_mass
m_maxDrawDistance
m_maxFalloff
m_maxInterval
m_maxThrottle
m_minFalloff
m_minInterval
m_modelIndex
m_mouseaccel1
m_mouseaccel2
m_mousespeed
m_nAliensKilledThisWave
m_nAmmoTexture
m_nAmount
m_nAnimationParity
m_nAnimeTexture
m_nAttachIndex
m_nAttachIndex[0]
m_nAttachment
m_nAttachmentIndex
m_nAutoaimCrosshairTexture
m_nBeamFlags
m_nBeamType
m_nBgTextureId1
m_nBgTextureId2
m_nBgTextureId3
m_nBgTextureId4
m_nBlackBarTexture
m_nBody
m_nBoostTimeLeft
m_nBottomLeftBracketTexture
m_nBottomRightBracketTexture
m_nBrightness
m_nBucketCount
m_nButtons
m_nCampaignIndex
m_nChangeCount
m_nChangingSlot
m_nClipStyle
m_nColor
m_nCompressionType
m_nCount
m_nCrosshairTexture
m_nCurrent
m_nCurrentIndex
m_nCurrentScore
m_nCurrentWave
m_nDamageType
m_nDeathStyle
m_nDensity
m_nDepletionCount
m_nDifficultySuggestion
m_nDirectCrosshairTexture
m_nDirectCrosshairTexture2
m_nDirectCrosshairTextureX
m_nDisappearMaxDist
m_nDisappearMinDist
m_nDissolveType
m_nDoSparkCount
m_nDoorShieldIconTexture
m_nDoorWeldIconTexture
m_nDoubleScanLine
m_nDropModel
m_nDuckJumpTimeMsecs
m_nDuckTimeMsecs
m_nEffects
m_nEndEntity
m_nEnginePitch1
m_nEntity
m_nExclaimTexture
m_nExtraItem_battery_t
m_nExtraItem_battery_w
m_nExtraItem_battery_x
m_nExtraItem_battery_y
m_nExtraItem_hotkey_x
m_nExtraItem_hotkey_y
m_nExtraItem_quantity_x
m_nExtraItem_quantity_y
m_nExtraItem_t
m_nExtraItem_w
m_nExtraItem_x
m_nExtraItem_y
m_nFFIcon
m_nFModType
m_nFacingArcTexture
m_nFadeLength
m_nFailAdvice
m_nFastReloadBarBG
m_nFastReload_t
m_nFastReload_w
m_nFastReload_x
m_nFastReload_y
m_nFireType
m_nFirstStep
m_nFlags
m_nFlameFromAboveModelIndex
m_nFlameModelIndex
m_nForceBone
m_nFrameRate
m_nGiveAmmoTexture
m_nGiveHealthTexture
m_nGlowModelIndex
m_nGoTexture
m_nGunType
m_nHackActiveCrosshairTexture
m_nHackCrosshairTexture
m_nHackTexture
m_nHaloIndex
m_nHasBoost
m_nHitBox
m_nHitbox
m_nHitboxSet
m_nHorizHealthBar
m_nHorizontalSize
m_nIconTextureId
m_nImpulse
m_nIndestDoorHealthTexture
m_nIndex
m_nJumpTimeMsecs
m_nLastSpeed
m_nLeftBracketTexture
m_nLifeTime
m_nLifetime
m_nLockedTexture
m_nLowerBracketTexture
m_nMagnitude
m_nMapHeight
m_nMapWidth
m_nMarineForDeathCam
m_nMarinePointerTexture
m_nMarinePortrait_bar_bg_w
m_nMarinePortrait_bullets_icon_t
m_nMarinePortrait_bullets_icon_w
m_nMarinePortrait_bullets_icon_x
m_nMarinePortrait_bullets_icon_y
m_nMarinePortrait_bullets_x
m_nMarinePortrait_bullets_y
m_nMarinePortrait_circle_bg_t
m_nMarinePortrait_circle_bg_w
m_nMarinePortrait_circle_bg_x
m_nMarinePortrait_circle_bg_y
m_nMarinePortrait_class_icon_t
m_nMarinePortrait_class_icon_w
m_nMarinePortrait_class_icon_x
m_nMarinePortrait_class_icon_y
m_nMarinePortrait_clips_t
m_nMarinePortrait_clips_w
m_nMarinePortrait_clips_x
m_nMarinePortrait_clips_y
m_nMarinePortrait_face_radius
m_nMarinePortrait_face_x
m_nMarinePortrait_face_y
m_nMarinePortrait_grenades_icon_t
m_nMarinePortrait_grenades_icon_w
m_nMarinePortrait_grenades_icon_x
m_nMarinePortrait_grenades_icon_y
m_nMarinePortrait_grenades_x
m_nMarinePortrait_grenades_y
m_nMarinePortrait_low_ammo_x
m_nMarinePortrait_low_ammo_y
m_nMarinePortrait_spacing
m_nMarinePortrait_weapon_name_x
m_nMarinePortrait_weapon_name_y
m_nMarinePortrait_x
m_nMarinePortrait_y
m_nMaterial
m_nMaxCPULevel
m_nMaxDist
m_nMaxGPULevel
m_nMedicClassIcon
m_nMedicTexture
m_nMinCPULevel
m_nMinDist
m_nMinGPULevel
m_nMinimapDrawCrosshairTexture
m_nModelIndex
m_nModifyMode
m_nMuzzleFlashParity
m_nNBBgTextureId1
m_nNBBgTextureId2
m_nNBBgTextureId3
m_nNBBgTextureId4
m_nNewSequenceParity
m_nNextThinkTick
m_nNormalDoorHealthTexture
m_nNumBeamEnts
m_nNumHigh
m_nNumWide
m_nOccluderIndex
m_nOfficerClassIcon
m_nOldButtons
m_nOrder
m_nOtherEntIndex
m_nOuterMaxDist
m_nOverlayMaterial
m_nOverlaySequence
m_nOverlaySize
m_nPaintBackgroundType
m_nPanelBits
m_nPanelName
m_nParticleTexture
m_nParticleTrail
m_nPlasmaModelIndex
m_nPlasmaModelIndex2
m_nPlayer
m_nPoints
m_nPrecipType
m_nPrevSequence
m_nPrimaryWeapon_x
m_nPrimaryWeapon_y
m_nProgressBar
m_nProgressBarBG
m_nQuestionTexture
m_nRPM
m_nRadius
m_nRandomization
m_nReinforcedDoorHealthTexture
m_nRenderFX
m_nRenderFX=0x%8.8X
m_nRenderMode
m_nResetEventsParity
m_nReversed
m_nRightBracketTexture
m_nRotationAxis
m_nSWClassIcon
m_nScannerDisabledVehicle
m_nScannerDisabledWeapons
m_nScannerRingTexture
m_nSceneStringIndex
m_nScreenFlash
m_nSecondaryWeapon_x
m_nSecondaryWeapon_y
m_nSegments
m_nSentryDnTexture
m_nSentryUpTexture
m_nSequence
m_nShadowQuality
m_nShatterFlags
m_nSingleScanLine
m_nSize
m_nSkin
m_nSmileTexture
m_nSniperMagnifyTexture
m_nSnowDustAmount
m_nSolidType
m_nSpeed
m_nSpotlightTextureFrame
m_nSprayModel
m_nSquadMate_ExtraItem_hotkey_x
m_nSquadMate_ExtraItem_hotkey_y
m_nSquadMate_ExtraItem_quantity_x
m_nSquadMate_ExtraItem_quantity_y
m_nSquadMate_ExtraItem_t
m_nSquadMate_ExtraItem_w
m_nSquadMate_ExtraItem_x
m_nSquadMate_ExtraItem_y
m_nSquadMate_bg_t
m_nSquadMate_bg_w
m_nSquadMate_bg_x
m_nSquadMate_bg_y
m_nSquadMate_bullets_t
m_nSquadMate_bullets_w
m_nSquadMate_bullets_x
m_nSquadMate_bullets_y
m_nSquadMate_class_icon_t
m_nSquadMate_class_icon_w
m_nSquadMate_class_icon_x
m_nSquadMate_class_icon_y
m_nSquadMate_clips_spacing
m_nSquadMate_clips_t
m_nSquadMate_clips_w
m_nSquadMate_clips_x
m_nSquadMate_clips_y
m_nSquadMate_health_t
m_nSquadMate_health_w
m_nSquadMate_health_x
m_nSquadMate_health_y
m_nSquadMate_name_x
m_nSquadMate_name_y
m_nSquadMates_spacing
m_nSquadMates_x
m_nSquadMates_y
m_nStartEntity
m_nStartFrame
m_nStepCount
m_nStepside
m_nStopTexture
m_nStopType
m_nSurfaceProp
m_nSurfaceType
m_nSurroundType
m_nTalkingIcon
m_nTechClassIcon
m_nTickBase
m_nTopLeftBracketTexture
m_nTopOffset
m_nTopRightBracketTexture
m_nTrailLength
m_nTurnLeftCount
m_nTurnRightCount
m_nTurretCrosshair
m_nTurretTexture
m_nType
m_nValueCounts
m_nValueCounts[0]
m_nVertAmmoBar
m_nVerticalSize
m_nVguiTargetEdge
m_nViewModelIndex
m_nWaterLevel
m_nWaterType
m_nWeapon_t
m_nWeapon_w
m_nWeldTexture
m_nWhiteTexture
m_nWrenchTexture
m_netHoldoutFilename
m_netLookupFilename
m_next
m_pCurrentInfoMessage
m_pRagdoll
m_pitch
m_poolOrigin
m_poseParameters
m_ragAngles
m_ragAngles[0]
m_ragPos
m_ragPos[0]
m_ragdoll.allowStretch
m_ragdoll.boneIndex
m_ragdoll.listCount
m_ragdoll.list[0].originParentSpace
m_ragdoll.list[0].pConstraint
m_ragdoll.list[0].pObject
m_ragdoll.list[0].parentIndex
m_ragdoll.list[10].originParentSpace
m_ragdoll.list[10].pConstraint
m_ragdoll.list[10].pObject
m_ragdoll.list[10].parentIndex
m_ragdoll.list[11].originParentSpace
m_ragdoll.list[11].pConstraint
m_ragdoll.list[11].pObject
m_ragdoll.list[11].parentIndex
m_ragdoll.list[12].originParentSpace
m_ragdoll.list[12].pConstraint
m_ragdoll.list[12].pObject
m_ragdoll.list[12].parentIndex
m_ragdoll.list[13].originParentSpace
m_ragdoll.list[13].pConstraint
m_ragdoll.list[13].pObject
m_ragdoll.list[13].parentIndex
m_ragdoll.list[14].originParentSpace
m_ragdoll.list[14].pConstraint
m_ragdoll.list[14].pObject
m_ragdoll.list[14].parentIndex
m_ragdoll.list[15].originParentSpace
m_ragdoll.list[15].pConstraint
m_ragdoll.list[15].pObject
m_ragdoll.list[15].parentIndex
m_ragdoll.list[16].originParentSpace
m_ragdoll.list[16].pConstraint
m_ragdoll.list[16].pObject
m_ragdoll.list[16].parentIndex
m_ragdoll.list[17].originParentSpace
m_ragdoll.list[17].pConstraint
m_ragdoll.list[17].pObject
m_ragdoll.list[17].parentIndex
m_ragdoll.list[18].originParentSpace
m_ragdoll.list[18].pConstraint
m_ragdoll.list[18].pObject
m_ragdoll.list[18].parentIndex
m_ragdoll.list[19].originParentSpace
m_ragdoll.list[19].pConstraint
m_ragdoll.list[19].pObject
m_ragdoll.list[19].parentIndex
m_ragdoll.list[1].originParentSpace
m_ragdoll.list[1].pConstraint
m_ragdoll.list[1].pObject
m_ragdoll.list[1].parentIndex
m_ragdoll.list[20].originParentSpace
m_ragdoll.list[20].pConstraint
m_ragdoll.list[20].pObject
m_ragdoll.list[20].parentIndex
m_ragdoll.list[21].originParentSpace
m_ragdoll.list[21].pConstraint
m_ragdoll.list[21].pObject
m_ragdoll.list[21].parentIndex
m_ragdoll.list[22].originParentSpace
m_ragdoll.list[22].pConstraint
m_ragdoll.list[22].pObject
m_ragdoll.list[22].parentIndex
m_ragdoll.list[23].originParentSpace
m_ragdoll.list[23].pConstraint
m_ragdoll.list[23].pObject
m_ragdoll.list[23].parentIndex
m_ragdoll.list[24].originParentSpace
m_ragdoll.list[24].pConstraint
m_ragdoll.list[24].pObject
m_ragdoll.list[24].parentIndex
m_ragdoll.list[25].originParentSpace
m_ragdoll.list[25].pConstraint
m_ragdoll.list[25].pObject
m_ragdoll.list[25].parentIndex
m_ragdoll.list[26].originParentSpace
m_ragdoll.list[26].pConstraint
m_ragdoll.list[26].pObject
m_ragdoll.list[26].parentIndex
m_ragdoll.list[27].originParentSpace
m_ragdoll.list[27].pConstraint
m_ragdoll.list[27].pObject
m_ragdoll.list[27].parentIndex
m_ragdoll.list[28].originParentSpace
m_ragdoll.list[28].pConstraint
m_ragdoll.list[28].pObject
m_ragdoll.list[28].parentIndex
m_ragdoll.list[29].originParentSpace
m_ragdoll.list[29].pConstraint
m_ragdoll.list[29].pObject
m_ragdoll.list[29].parentIndex
m_ragdoll.list[2].originParentSpace
m_ragdoll.list[2].pConstraint
m_ragdoll.list[2].pObject
m_ragdoll.list[2].parentIndex
m_ragdoll.list[30].originParentSpace
m_ragdoll.list[30].pConstraint
m_ragdoll.list[30].pObject
m_ragdoll.list[30].parentIndex
m_ragdoll.list[31].originParentSpace
m_ragdoll.list[31].pConstraint
m_ragdoll.list[31].pObject
m_ragdoll.list[31].parentIndex
m_ragdoll.list[3].originParentSpace
m_ragdoll.list[3].pConstraint
m_ragdoll.list[3].pObject
m_ragdoll.list[3].parentIndex
m_ragdoll.list[4].originParentSpace
m_ragdoll.list[4].pConstraint
m_ragdoll.list[4].pObject
m_ragdoll.list[4].parentIndex
m_ragdoll.list[5].originParentSpace
m_ragdoll.list[5].pConstraint
m_ragdoll.list[5].pObject
m_ragdoll.list[5].parentIndex
m_ragdoll.list[6].originParentSpace
m_ragdoll.list[6].pConstraint
m_ragdoll.list[6].pObject
m_ragdoll.list[6].parentIndex
m_ragdoll.list[7].originParentSpace
m_ragdoll.list[7].pConstraint
m_ragdoll.list[7].pObject
m_ragdoll.list[7].parentIndex
m_ragdoll.list[8].originParentSpace
m_ragdoll.list[8].pConstraint
m_ragdoll.list[8].pObject
m_ragdoll.list[8].parentIndex
m_ragdoll.list[9].originParentSpace
m_ragdoll.list[9].pConstraint
m_ragdoll.list[9].pObject
m_ragdoll.list[9].parentIndex
m_ragdoll.pGroup
m_ragdollAttachedObjectIndex
m_rate
m_rgflCoordinateFrame
m_scrollRate
m_shadowColor
m_shadowDirection
m_shutdownTime
m_skybox3d.area
m_skybox3d.fog.HDRColorScale
m_skybox3d.fog.blend
m_skybox3d.fog.colorPrimary
m_skybox3d.fog.colorSecondary
m_skybox3d.fog.dirPrimary
m_skybox3d.fog.enable
m_skybox3d.fog.end
m_skybox3d.fog.maxdensity
m_skybox3d.fog.start
m_skybox3d.origin
m_skybox3d.scale
m_sndCommentary
m_solidIndex
m_soundlevel
m_spawnflags
m_stringReplaceKey
m_surfaceFriction
m_szAnimExtension
m_szBinding
m_szCaptionColor
m_szCurrentVoteCampaignName
m_szCurrentVoteDescription
m_szCurrentVoteMapName
m_szDisplayParamText
m_szDisplayText
m_szEquipClass1
m_szEquipClass2
m_szEquipClass3
m_szGamepadBinding
m_szGroupName
m_szLastPlaceName
m_szLessonGroup
m_szMapGenerationStatus
m_szMatchingRule
m_szMaterialName
m_szMaterialVar
m_szMaterialVarValue
m_szMovieFilename
m_szName
m_szOffscreenIcon
m_szOnscreenIcon
m_szResponseName
m_szSlideshowDirectory
m_szSnapshotFileName
m_szStartSound
m_szString1
m_szString2
m_szTeamname
m_szTemplateName
m_szVguiTargetLookup
m_szVguiTargetName
m_target
m_targetPosition
m_throttleActiveTime
m_throttleRate
m_throttleStartTime
m_time
m_timestamp
m_triggerBloat
m_turboTimer
m_ubEFNoInterpParity
m_ucFlags
m_uchBackColor[0]
m_uchBackColor[1]
m_uchBackColor[2]
m_uchFrontColor[0]
m_uchFrontColor[1]
m_uchFrontColor[2]
m_usSolidFlags
m_usable
m_vAngles
m_vCorner
m_vDirection
m_vDissolverOrigin
m_vEndPosition
m_vFreezingOrigin
m_vMarineDeathPos
m_vNormal
m_vOrigin
m_vOrigin.x
m_vOrigin.y
m_vOrigin.z
m_vServerControlPoints
m_vServerControlPoints[0]
m_vShatterForce
m_vShatterPosition
m_vStart.x
m_vStart.y
m_vStart.z
m_vWind
m_value
m_vecAbilityDestination
m_vecAbsOrigin
m_vecAbsVelocity
m_vecAngVelocity
m_vecAngles
m_vecAutoAimPoint
m_vecBaseVelocity
m_vecCenter
m_vecClosedPosition
m_vecColor
m_vecConstraintCenter
m_vecDamageForce
m_vecDamagePosition
m_vecDir
m_vecDirection
m_vecEnd
m_vecEndColor
m_vecEndPoint
m_vecEndPos
m_vecEyeExitEndpoint
m_vecFacingPointFromServer
m_vecForce
m_vecForcePos
m_vecGunCrosshair
m_vecHealPos
m_vecHitPos
m_vecJumpJetEnd
m_vecJumpJetStart
m_vecLadderDir
m_vecLadderNormal
m_vecLocks.Count(): %d, m_vecLocks[0]: %s (0x%x), pLock: 0x%x, this: 0x%x, pLock->GetJobLocking(): %s (0x%x)\n
m_vecLocks.Count(): %d, this: 0x%x, pLock->GetJobLocking(): %s (0x%x)\n
m_vecMaxs
m_vecMeleeStartPos
m_vecMins
m_vecNetworkOrigin
m_vecNormal
m_vecOrigin
m_vecOrigin[0]
m_vecOrigin[1]
m_vecOrigin[2]
m_vecPlayerMountPositionBottom
m_vecPlayerMountPositionTop
m_vecPoints
m_vecPoints[0]
m_vecPos
m_vecPrevSkyboxOrigin
m_vecPunchAngle
m_vecPunchAngleVel
m_vecRenderMaxs
m_vecRenderMins
m_vecReportedPosition
m_vecScreenPos
m_vecShockPos
m_vecSize
m_vecSkyboxOrigin
m_vecSpecifiedSurroundingMaxs
m_vecSpecifiedSurroundingMins
m_vecStart
m_vecStartPoint
m_vecSteps
m_vecVelocity
m_vecVelocity[0]
m_vecVelocity[1]
m_vecVelocity[2]
m_vecViewOffset
m_vecViewOffset[0]
m_vecViewOffset[1]
m_vecViewOffset[2]
m_vehicleView.bClampEyeAngles
m_vehicleView.flFOV
m_vehicleView.flPitchCurveLinear
m_vehicleView.flPitchCurveZero
m_vehicleView.flPitchMax
m_vehicleView.flPitchMin
m_vehicleView.flRollCurveLinear
m_vehicleView.flRollCurveZero
m_vehicleView.flYawMax
m_vehicleView.flYawMin
m_viewtarget
m_volume
m_waterLevel
m_wheelBaseHeight
m_wheelCount
m_wheelPosition
m_wheelRotation
m_wheelTotalHeight
m_yaw
machine%d
magic
magnitude
main: %s(%d), cycle: %.2f cyclerate: %.2f playbackrate: %.2f\n
maintain count scale control point
maintain existing hitbox
maintain position along path
make_game_friends_only
make_game_public
map %s campaign %s\n
map/mapname
map/perfdata/MinFPS
map_transition
mapname
maps/
maps/%s.layout
maps/%s.txt
maps/asi-jac1-landingbay_01.bsp
maps/asi-jac1-landingbay_02.bsp
maps/asi-jac2-deima.bsp
maps/asi-jac3-rydberg.bsp
maps/asi-jac4-residential.bsp
maps/asi-jac6-sewerjunction.bsp
maps/asi-jac7-timorstation.bsp
maps/default.txt
maps/test_hardware.bsp
maps/unknown
mapspawn
marine
marine origin
marine pred error %6.3f units (%6.3f %6.3f %6.3f)
marine_bloodsplat_heavy
marine_bloodsplat_light
marine_death_ragdoll
marine_hit_blood
marine_hit_blood_ff
marines.%i.total
marines.class.fav
marines.class.fav.pct
marines.fav
marines.fav.pct
marked as displayed.\n
marked as succeeded.\n
mask
mat_aaquality
mat_accelerate_adjust_exposure_down
mat_ambient_light_b_forced
mat_ambient_light_g
mat_ambient_light_g_forced
mat_ambient_light_r
mat_ambient_light_r_forced
mat_antialias
mat_autoexposure_max
mat_autoexposure_min
mat_bloom_scalefactor_scalar
mat_bloomamount_rate
mat_bloomscale
mat_bumpmap
mat_camerarendertargetoverlaysize
mat_clipz
mat_colcorrection_disableentities
mat_colcorrection_editor
mat_colcorrection_forceentitiesclientside
mat_colorcorrection
mat_debug_bloom
mat_debug_postprocessing_effects
mat_depthfeather_enable
mat_dest_alpha_range
mat_disable_bloom
mat_disablehwmorph
mat_dof_enabled
mat_dof_far_blur_depth
mat_dof_far_blur_radius
mat_dof_far_focus_depth
mat_dof_near_blur_depth
mat_dof_near_blur_radius
mat_dof_near_focus_depth
mat_dof_override
mat_dof_quality
mat_drawTexture
mat_drawTextureScale
mat_drawwater
mat_dxlevel
mat_dynamic_tonemapping
mat_exposure_center_region_x
mat_exposure_center_region_y
mat_force_bloom
mat_force_tonemap_scale
mat_force_vertexfog
mat_forceaniso
mat_framebuffercopyoverlaysize
mat_fullbright
mat_fullbright 1; wait; asw_buildroomthumbnails
mat_grain_enable
mat_grain_scale_override
mat_hdr_level
mat_hdr_manual_tonemap_rate
mat_hdr_uncapexposure
mat_hsv
mat_local_contrast_enable
mat_lpreview_mode
mat_monitorgamma
mat_monitorgamma_tv_enabled
mat_motion_blur_enabled
mat_motion_blur_falling_intensity
mat_motion_blur_falling_max
mat_motion_blur_falling_min
mat_motion_blur_forward_enabled
mat_motion_blur_rotation_intensity
mat_motion_blur_strength
mat_non_hdr_bloom_scalefactor
mat_normals
mat_object_motion_blur_model_scale
mat_phong
mat_picmip
mat_postprocess_enable
mat_postprocess_x
mat_postprocess_y
mat_queue_mode
mat_reducefillrate
mat_savechanges\n
mat_setvideomode %i %i %i %i\n
mat_setvideomode %i %i %i\n
mat_show_histogram
mat_showcamerarendertarget
mat_showframebuffertexture
mat_showlightmappage
mat_showwatertextures
mat_software_aa_blur_one_pixel_lines
mat_software_aa_debug
mat_software_aa_edge_threshold
mat_software_aa_quality
mat_software_aa_strength
mat_software_aa_strength_vgui
mat_software_aa_tap_offset
mat_softwareskin
mat_specular
mat_stub
mat_tonemap_algorithm
mat_tonemap_min_avglum
mat_tonemap_percent_bright_pixels
mat_tonemap_percent_target
mat_tonemapping_occlusion_use_stencil
mat_trilinear
mat_triplebuffered
mat_viewportscale
mat_vignette_enable
mat_vsync
mat_wateroverlaysize
mat_wireframe
mat_yuv
matched, weight %4.2f (s %4.2f x c %4.2f)
matching
matchingdedicated
matchingpeerserver
matchingsearchawaitingpeer
matchingsearcherror
matchingsearchidle
matchingsearching
matchingsearchlinked
matchingsearchresult
matchonce
material
material system and below
materials/
materials/VGUI/logos/
materials/VGUI/logos/UI
materials/VGUI/logos/UI/%s.vmt
materials/console/%s_widescreen.vtf
materials/correction/cc_failed.raw
materials/temp/%s.vtf
materials/vgui/
materials/vgui/%s/%s
materials/vgui/%s/*.vmt
materials/vgui/crosshairs/%s
materials/vgui/crosshairs/%s.vtf
materials/vgui/crosshairs/*.vtf
materials/vgui/logos/%s
materials/vgui/logos/%s%s.vtf
materials/vgui/logos/*.vtf
materials/vgui/logos/custom/
materials/vgui/logos/custom/%s
materials/vgui/logos/custom/*.vtf
materials/vgui/playermodels/
materialtable
materialtype
matrix
matrix_array
max coords
max initial speed
max length
max number of rounds to play before server changes maps
max trace length
maxAttachmentSpeed
maxEndAlpha
maxEndSize
maxLifetime
maxRandomFactor
maxRandomSpeed
maxRoll
maxRollSpeed
maxStartAlpha
maxStartSize
maxStartValueDelta
maxVal
maxValue
max_particles
max_val
maxchars
maxcpulevel
maxdistance
maxgpulevel
maximum distance
maximum distance end
maximum distance middle
maximum draw distance
maximum emission per frame
maximum points to cache
maximum sim tick rate
maximum speed
maximum time step
maximum trace length
maximum velocity
maxs
maxvalue
mdlPicker
mean
mechanic
medgrenade_attach_arc
medgrenade_pulse
media/
media/%s_%s.bik
media/BGFX_01.bik
media/BGFX_02.bik
media/BGFX_03.bik
media/BG_02.bik
media/BG_04_FX.bik
media/BG_Fail.bik
media/SpaceFX.bik
medium
medkits_used
melee_hit
melee_hit_world
melee_immune
melee_kick
melee_miss
mem_level
members
members/machine%d
members/machine0/id
members/numMachines
members/numPlayers
members/numSlots
memory_data
menu setting icons. num options=%d\n
menu_label
menuhint
menuhintdisabled
menuselect
menuselect %d
menuselect %s
menutitle
menutitletall
menutitlewide
menutitlex
menutitley
message
messagemode
messagemode2
mid point position
migrate
min coords
min force
min initial speed
min length
minAttachmentSpeed
minEndAlpha
minEndSize
minLifetime
minRandomFactor
minRandomSpeed
minRoll
minRollSpeed
minStartAlpha
minStartSize
minStartValueDelta
minVal
minValue
mincpulevel
mine_fire
mingpulevel
minimal
minimum CPU level
minimum GPU level
minimum alpha
minimum distance
minimum free particles to aggregate
minimum rendered frames
minimum sim tick rate
minimum simulation time step
minimum speed
minimum velocity
mining_laser_beam
mining_laser_charging
mining_laser_exhaust
mins
minvalue
mipSkipCount
miscsequence=%d\n
mission_settings
mission_success
missionchooser
missiontitle
mm_dlcs_mask_extras
mm_dlcs_mask_fake
mm_max_players
mod_load_showstall
mod_studio: MOVETYPE_FOLLOW with no model.\n
model
model hitbox scale
modelName
modelname
modelname is
modelname_hwm
models
models/
models/%s
models/Swarm/Grubs/GrubGib1.mdl
models/Swarm/Grubs/GrubGib2.mdl
models/Swarm/Grubs/GrubGib3.mdl
models/Swarm/Grubs/GrubGib4.mdl
models/Swarm/Grubs/GrubGib5.mdl
models/Swarm/Grubs/GrubGib6.mdl
models/brokenglass/glassbroken_01a
models/brokenglass/glassbroken_01b
models/brokenglass/glassbroken_01c
models/brokenglass/glassbroken_01d
models/brokenglass/glassbroken_02a
models/brokenglass/glassbroken_02b
models/brokenglass/glassbroken_02c
models/brokenglass/glassbroken_02d
models/brokenglass/glassbroken_03a
models/brokenglass/glassbroken_03b
models/brokenglass/glassbroken_03c
models/brokenglass/glassbroken_03d
models/brokenglass/glassbroken_solid
models/brokentile/tilebroken_01a
models/brokentile/tilebroken_01b
models/brokentile/tilebroken_01c
models/brokentile/tilebroken_01d
models/brokentile/tilebroken_02a
models/brokentile/tilebroken_02b
models/brokentile/tilebroken_02c
models/brokentile/tilebroken_02d
models/brokentile/tilebroken_03a
models/brokentile/tilebroken_03b
models/brokentile/tilebroken_03c
models/brokentile/tilebroken_03d
models/buggy.mdl
models/crossbow_bolt.mdl
models/error.mdl
models/items/shield_bubble/shield_bubble.mdl
models/player.mdl
models/swarm/Bayonet/bayonet.mdl
models/swarm/DroneGibs/dronepart01.mdl
models/swarm/DroneGibs/dronepart20.mdl
models/swarm/DroneGibs/dronepart29.mdl
models/swarm/DroneGibs/dronepart31.mdl
models/swarm/DroneGibs/dronepart32.mdl
models/swarm/DroneGibs/dronepart44.mdl
models/swarm/DroneGibs/dronepart45.mdl
models/swarm/DroneGibs/dronepart47.mdl
models/swarm/DroneGibs/dronepart49.mdl
models/swarm/DroneGibs/dronepart50.mdl
models/swarm/DroneGibs/dronepart53.mdl
models/swarm/DroneGibs/dronepart54.mdl
models/swarm/DroneGibs/dronepart56.mdl
models/swarm/DroneGibs/dronepart57.mdl
models/swarm/DroneGibs/dronepart58.mdl
models/swarm/DroneGibs/dronepart59.mdl
models/swarm/OrderArrow/OrderArrow.mdl
models/swarm/Parasite/ParasiteGibAbdomen.mdl
models/swarm/Parasite/ParasiteGibBackLeg.mdl
models/swarm/Parasite/ParasiteGibFrontLeg.mdl
models/swarm/Parasite/ParasiteGibHead.mdl
models/swarm/Parasite/ParasiteGibMidLeg.mdl
models/swarm/Shotgun/ShotgunPellet.mdl
models/swarm/shouldercone/lasersight.mdl
models/swarm/shouldercone/shouldercone.mdl
models/weapons/autogun/autogun.mdl
models/weapons/rifleshell.mdl
models/weapons/shell.mdl
models/weapons/shotgun_shell.mdl
modes/%s/1
modf
modified
modifiedint
monitor
mortar_shell_aura
motiondisabled
mouseOverImage
move_x
move_yaw: %.2f
movecollide
moved down a stair %f\n
moveparent
moveto
movetype
movie_display_screen
mp_allowspectators
mp_blockstyle
mp_bonusroundtime
mp_capdeteriorate_time
mp_capstyle
mp_chattime
mp_disable_respawn_times
mp_facefronttime
mp_fadetoblack
mp_feetyawrate
mp_forcecamera
mp_friendlyfire
mp_gamemode
mp_ik
mp_maxrounds
mp_respawnwavetime
mp_teams_unbalance_limit
mp_timelimit
mp_tournament
mp_usehwmmodels
mp_usehwmvcds
mp_winlimit
mpcontrol_t
mr_timelines
mscoree.dll
multiplayer_break
multiplayer_only
multiply
music
muzzle_autogun
muzzle_embers
muzzle_flash_l
muzzle_pdw
muzzle_pistol
muzzle_proto_rifle
muzzle_railgun
muzzle_rifle
muzzle_sentrygun
muzzle_shotgun
muzzle_sniper_rifle
muzzle_vindicator
muzzleflash
muzzleflash_grenadelauncher_main
muzzleflash_light
n%3d: NumActive: %3d, AutoBBox: %3s "%s" \n
n?9a
nObjects
nSaved
nShakeType
name
name: %s
name_width
namechange_button
nameindex
navDown
navLeft
navRight
navUp
nav_progress
needHealth
net_allow_multicast
net_graph
net_graphheight
net_graphmsecs
net_graphpos
net_graphproportionalfont
net_graphshowinterp
net_graphshowlatency
net_graphsolid
net_graphtext
net_reloadgameevents
net_showusercmd
netmsg
network
new-zealand
newPanel
newname
newsubpage
nextShake
nimbus
no attachment for bayonet\n
nobody
nocrosshair
nodamageforces
nodelay
nodifficulty
nohimodel
noise
noise coordinate scale
nomap
nomodels
none
nonwidescreen
noplayerinfo
norepeat
normal
normalborder_override
normalize
normalize output 0/1
normalx
normaly
normalz
north
north-east
north-west
northeast
northwest
norwegian
norwegian-bokmal
norwegian-nynorsk
noscene
noslow.BulletTimeIn
noslow.BulletTimeOut
noslow.SingleBreath
nosounds
not enough buckets in thash class %s (%d records, %d buckets)\n
not started
notconnected
notify
nozzle
np?z 
null
numFrames
numMachines
numMipLevels
numPlayers
numResources
numResults
numSlots
num_columns
num_pellets
num_rows
num_slices
num_to_emit
num_to_emit_minimum
numblocks
numflexsettings
numindexes
numkeys
numsettings
n}in
o3fW
object local space axis 0/1
objectivedescription1
objectivedescription2
objectivedescription3
objectivedescription4
objectivedetails
objectiveicon
objectiveimage
objectiveinfoicon1
objectiveinfoicon2
objectiveinfoicon3
objectiveinfoicon4
objectiveinfoicon5
objectivelistbox
objectivemap
objectivemarkername
objectivetitle
objectivetitlepanel
obsolete1
obsolete2
odds
official
offline
offset
offset axis
offset in local space 0/1
offset max
offset min
offset of center
offset position
offset proportional to radius 0/1
offset propotional to radius
offset rotation
okay
okay_button
old_radiusdamage
oldname
oldtall
oldteam
oldwide
onbreak
onfirstimpact
onlaunch
only active within input range
only active within specified distance
only active within specified input range
onlyAnimateOnTexture
only_gamepad
only_keyboard
onopen
onpickup
onworldimpact
open
open events NOT processed (there is already an open lesson of this type).\n
opened.\n
opening
openserverbrowser
operator
operator end cap state
operator end fadein
operator end fadeout
operator fade oscillate
operator start fadein
operator start fadeout
operator strength random scale max
operator strength random scale min
operator strength scale seed
operator time offset max
operator time offset min
operator time offset seed
operator time scale max
operator time scale min
operator time scale seed
operator time strength random scale max
operators
options/action
options/asyncoperation
options/createreason
options/server
options/sessionid
order_use_item
orient model z to normal
orientation control point
orientation_type
origin
origin=%f, %f, %f
origin_x
origin_y
origin_z
original
originx
originy
originz
oscillate_scalar
oscillate_vector
oscillation field
oscillation frequency
oscillation frequency max
oscillation frequency min
oscillation multiplier
oscillation rate
oscillation rate max
oscillation rate min
oscillation start phase
otherplayers
out:%4i   %2.2f k/s
outoffocus_bgcolor_override
output control point
output control point field
output field
output is scalar of current value
output is scalar of initial random range
output maximum
output minimum
output offset maximum
output offset minimum
outro_
overlay_vars
overlays
overrideChildPanelWidth
overview
overview_alpha
overview_health
overview_locked
overview_mode
overview_names
overview_tracks
overview_zoom
owner
owns hotbar slot
p?-particles
p@SwarmBackgroundInner
pAanimatedTextureFrameNumVar
pButton
pEt : lower-mid front unrounded vowel
pPlayer->GetExperience() = %d\n
pPlayer->GetExperienceBeforeDebrief() = %d\n
pPlayer->GetLevel() = %d\n
pPlayer->SelectHackOption %d\n
pWorldObject
page
pain
paintTextBorder
paintbackground
paintborder
paintsplat
panel
panel name
panelBorder
panelName
panelPtr
panel_test_title_safe
param
param2
param3
parasitegib1
parasitegib1quiet
parasitegib2
parasitegib2quiet
parasitegibfire1
parasitegibfire1quiet
particle/SmokeStack
particle/fire
particle/particle_fire
particle/particle_noisesphere
particle/particle_smokegrenade
particle/particle_smokegrenade%d
particle/particle_smokegrenade1
particle/particle_sphere
particle/particledefault
particle/rain
particle/screenspace_fog
particle/smokesprites_0001
particle/snow
particleSpacing
particleSystemDefinitions
particle_attribute_to_container_attribute
particle_sim_alt_cores
particle_simulateoverflow
particle_snapshot
particle_system
particles
particles to map from start to end
particles/%s.psf
particles/particles_manifest.txt
particlesPerDimension
per particle
per particle spatial offset
percentage maximum
percentage minimum
perfdata
perfvisualbenchmark
perfvisualbenchmark_abort
permitrepeats
permitresponses
phonemefilter
phonemes_strong
phonemes_weak
phonemesnap
phys_pushscale
phys_swap
physdamagescale
physgun_interactions
physgun_notify_children
physics_gamesounds
physicsmode
picheight
pickup
pickup_selected
picoffsetx
picwidth
piercespark
piercing_spark
pilot_light
pin corner
pin delta x
pin delta y
pinCorner
pin_corner_to_sibling
pin_to_sibling
pin_to_sibling_corner
ping
ping_max_green
ping_max_red
ping_max_yellow
ping_width
pitch
pitch min/max( %f %f )\n
pixelshigh
pixelswide
pixelvis_debug
placementOrigin
placementattachment
placementbone
plane normal
plane point
platform
play *#%s
playback_time
player
player%d
player/richpresence
player/xuidOnline
playerID
playerIndex
player_array_element
player_changename
player_connect
player_death
player_disconnect
player_fullyjoined
player_heal_target
player_heal_target_none
player_stats_updated
player_team
playercombo
playerlabel
playerlist
playermodel
playermodel_skin
playername
playernames
playerresource
playgamesound
playlist
playlooping
playoverscript
playrandom
playsoundscape
playtime
playtime.total
playvideo
playvideo_exitcommand
playvideo_exitcommand_nointerrupt
playvideo_nointerrupt
pmaterial
pnJ=
point0
point1
polish
port
portal2
portuguese
portuguese-brazilian
pos:  %.02f %.02f %.02f
pos_x
pose_param %s: %f
pose_parameters
position
position_offset_random
position_warp_random
position_within_box
position_within_sphere
positionoverride
poster/character_order
postion_lock_to_controlpoint
posx
posy
posz
potterywheelpanelwireframe
pr china
pr-china
precise head tracking\n put your head into the game\n now go look around\n\n Copyright EyeControl Technologies
predelay
predicted
preloadDataSize
prepend
prereq
present complete
present end
present start
preserveAspectRatio
pressedImage
prevX=%f prevY=%f\n
preventNameBasedLookup
primary
primary_ammo
print origin in script format
print soundscapes
printname
private
private: 
producer
prof_%s.csv
progress
progress_enable\nmap %s edit %s\n
progress_enable\nmap %s\n
progressbar
progressbar_bg
promotion
prop_data
prop_dynamic_override
prop_physics_multiplayer
prop_physics_override
propertypage
propertysheet
proportional 0/1
proportional fade in time
proportional fade out time
proportionalToParent
proportional_float
proportional_int
proportional_xpos
proportional_ypos
props_break_max_pieces
props_break_max_pieces_perframe
protected: 
protocol
proxies
ptr( 0x%p )
public
public vgui::Panel
public: 
publicchat_button
puerto-rico
punch
pwatchent
pwatchvar
python
p}?tnm
q@#asw_weather_weather
qangle
qangle_array
quX?
quality
quaternion
quaternion (%f %f %f %f)
quaternion (%f %f %f %f)\n
quaternion[] differs (1st diff) (net %f %f %f %f - pred %f %f %f %f) delta(%f %f %f %f)\n
quaternion_array
queenburst
queendie
queenspit
queryport
quit
quit\n
r axis
r'9xDrS
r7Yr7=
r=%f aim=%d\n
r@FriendsButton
r\nly
r_3dsky
r_AirboatViewDampenDamp
r_AirboatViewDampenFreq
r_AirboatViewZHeight
r_DrawDetailProps
r_DrawModelLightOrigin
r_DrawRain
r_FlashlightDetailProps
r_ForceWaterLeaf
r_JeepViewBlendTo
r_JeepViewBlendToScale
r_JeepViewBlendToTime
r_JeepViewDampenDamp
r_JeepViewDampenFreq
r_JeepViewZHeight
r_PhysPropStaticLighting
r_PortalTestEnts
r_RainAllowInSplitScreen
r_RainCheck
r_RainDebugDuration
r_RainHack
r_RainParticleDensity
r_RainProfile
r_RainRadius
r_RainSideVel
r_RainSimulate
r_RainSplashPercentage
r_SnowColorBlue
r_SnowColorGreen
r_SnowColorRed
r_SnowDebugBox
r_SnowEnable
r_SnowEndAlpha
r_SnowEndSize
r_SnowFallSpeed
r_SnowInsideRadius
r_SnowOutsideRadius
r_SnowParticles
r_SnowPosScale
r_SnowRayEnable
r_SnowRayLength
r_SnowRayRadius
r_SnowSpeedScale
r_SnowStartAlpha
r_SnowStartSize
r_SnowWindScale
r_SnowZoomOffset
r_SnowZoomRadius
r_VehicleViewClamp
r_VehicleViewDampen
r_WaterDrawReflection
r_WaterDrawRefraction
r_asw_vehicleBrakeRate
r_asw_vehicleDrawDebug
r_cheapwaterend
r_cheapwaterend: %f\n
r_cheapwaterstart
r_cheapwaterstart: %f\n
r_cleardecals\n
r_debug_sequencesets
r_debugcheapwater
r_decal_overlap_count
r_decals
r_decalstaticprops
r_depthoverlay
r_dopixelvisibility
r_drawallrenderables
r_drawbrushmodels
r_drawdecals
r_drawdetailprops
r_drawdisp
r_drawentities
r_drawflecks
r_drawmodeldecals
r_drawmodelstatsoverlay
r_drawopaquerenderables
r_drawopaqueworld
r_drawothermodels
r_drawparticles
r_drawpixelvisibility
r_drawrenderboxes
r_drawropes
r_drawsprites
r_drawstaticprops
r_drawtracers
r_drawtracers_firstperson
r_drawtranslucentrenderables
r_drawtranslucentworld
r_drawviewmodel
r_drawworld
r_dynamic
r_entityclips
r_eyeglintlodpixels
r_eyegloss
r_eyemove
r_eyes
r_eyeshift_x
r_eyeshift_y
r_eyeshift_z
r_eyesize
r_eyewaterepsilon
r_fade360style
r_farz
r_fastzreject
r_flashlight_topdown
r_flashlightambient
r_flashlightbacktraceoffset
r_flashlightconstant
r_flashlightdepth_drawtranslucents
r_flashlightdepthres
r_flashlightdepthreshigh
r_flashlightdepthtexture
r_flashlightdrawdepth
r_flashlightdrawfrustum
r_flashlightdrawfrustumbbox
r_flashlightfar
r_flashlightfov
r_flashlightinfectedfar
r_flashlightinfectedfov
r_flashlightinfectedlinear
r_flashlightladderdist
r_flashlightlinear
r_flashlightlockposition
r_flashlightmodels
r_flashlightmuzzleflashfov
r_flashlightnear
r_flashlightnearoffsetscale
r_flashlightoffsetforward
r_flashlightoffsetright
r_flashlightoffsetup
r_flashlightquadratic
r_flashlightshadowatten
r_flashlighttracedistcutoff
r_flashlightvisualizetrace
r_flashlightvolumetrics
r_flex
r_impacts_alt_orientation
r_jiggle_bones
r_lod
r_mapextents
r_maxmodeldecal
r_modelwireframedecal
r_nohw
r_nosw
r_overlayfademax
r_overlayfademin
r_particle_demo
r_particle_sim_spike_threshold_ms
r_particle_timescale
r_pixelvisibility_partial
r_pixelvisibility_spew
r_portal_stencil_depth
r_portalsopenall
r_propsmaxdist
r_queued_post_processing
r_queued_ropes
r_rainalpha
r_rainalphapow
r_raindensity
r_rainlength
r_rainparticledensity
r_rainspeed
r_rainwidth
r_renderoverlayfragment
r_rootlod
r_ropetranslucent
r_screenoverlay
r_screenoverlay: %s\n
r_sequence_debug
r_shadow_debug_spew
r_shadow_deferred
r_shadow_deferred_downsample
r_shadow_deferred_simd
r_shadow_half_update_rate
r_shadow_lightpos_lerptime
r_shadow_shortenfactor
r_shadowangles
r_shadowblobbycutoff
r_shadowcolor
r_shadowdir
r_shadowdist
r_shadowfromanyworldlight
r_shadowfromworldlights
r_shadowfromworldlights_debug
r_shadowmaxrendered
r_shadowrendertotexture
r_shadows
r_shadows_gamecontrol
r_shadows_on_renderables_enable
r_showenvcubemap
r_skin
r_skybox
r_sse_s
r_swingflashlight
r_teeth
r_threaded_particles
r_threadeddetailprops
r_unlimitedrefract
r_updaterefracttexture
r_visocclusion
r_visualizeproplightcaching
r_visualizetraces
r_waterforceexpensive
r_waterforcereflectentities
r_worldlightmin
r_worldlights
r_worldlistcache
radcloud1
radialmenu
radialmenu 
radio
radius
radius scale
radiusExpandTime
radius_end_scale
radius_max
radius_min
radius_random
radius_random_exponent
radius_scale
radius_start_scale
radjet1
ragdoll
ragdoll_sleepaftertime
ragdollconstraint
railgunsmoke
railgunspray
rain
rain_outer
rain_storm
rain_storm_outer
rain_storm_screen
ramp
ramp field
ramp rate
ramp rate max
ramp rate min
random
random bulge
random force
random position along path
random position on model
random yaw
randomDist
random_speed_max
random_speed_min
randomamount
randomization
randomly distribute to highest supplied Control Point
randomly distribution growth time
randomly select sequential CP pairs between start and end points
randomly_flip_direction
randomnum
range
ranger_death_big
rate
rawbinary
ray trace environment name
raytrace_fl
raytrace_fr
raytrace_rl
raytrace_rr
reading file '%s' of legacy format '%s' - dmxconvert this file to a newer format!\n
ready
reason
received for lesson "%s"...\n
reference CP 1
reference CP 2
reference open
reflectivity
refract: %s reflect: %s\n
regression
relative
relativetag
reload
reload_fail
reload_npc
reload_time
reloading=%d MiscOnlyWhenStill=%d MiscNoOverride=%d\n
remap_scalar
removing panel from controller focus list: %s:%s\n
render_animated_sprites
render_blobs
render_points
render_radius
render_rope
render_screen_velocity_rotate
render_sprite_trail
renderamt
rendercolor
rendercolor32
rendercolor=%d,%d,%d,%d
renderers
replace
replaceSelection
replace_key
replace_only_when_stopped
replacing open lesson of same type.\n
replay_status
replicated
report_cliententitysim
report_clientthinklist
reports client-side sound patch count
required
requiresplayer
reset view angles!
reset_steam_stats
reset_xp
resfile
resize delta x
resize delta y
resource/ChatScheme.res
resource/ClientScheme.res
resource/CombinePanelScheme.res
resource/Equipment.res
resource/LoadingDiscPanel.res
resource/MovieDisplayScreen.res
resource/OptionsSubAudioThirdPartyDlg.res
resource/OptionsSubKeyboardAdvancedDlg.res
resource/OptionsSubVideoAdvancedDlg.res
resource/OptionsSubVideoGammaDlg.res
resource/OptionsSubVideoThirdPartyDlg.res
resource/ParticleEmitters.txt
resource/Profiles.res
resource/SlideshowDisplayScreen.res
resource/SwarmFrameScheme.res
resource/SwarmSchemeNew.res
resource/UI/BaseChat.res
resource/UI/BaseModUI/LoadingPosterDefault.res
resource/UI/BaseModUI/LobbyDetailsSummary.res
resource/UI/BaseModUI/dlcdetailsinfo.res
resource/UI/ChatFilters.res
resource/UI/ExperienceBar.res
resource/UI/ExperienceBarSmall.res
resource/UI/ExperienceReport.res
resource/UI/ExperienceStatLine.res
resource/UI/HoldoutHudWavePanel.res
resource/UI/HoldoutResupplyFrame.res
resource/UI/HoldoutWaveAnnouncePanel.res
resource/UI/HoldoutWaveEndPanel.res
resource/UI/HudFloatingNumber.res
resource/UI/HudMoney.res
resource/UI/LoadingMissionDetailsPanel.res
resource/UI/Locator.res
resource/UI/MedalStatLine.res
resource/UI/MissionCompletePanel.res
resource/UI/RadialMenu.res
resource/UI/StatGraphPlayer.res
resource/UI/StatsReport.res
resource/UI/VideoPanel.res
resource/UI/WeaponUnlockPanel.res
resource/VideoPanelScheme.res
resource/campaigns/%s.txt
resource/chat_%language%.txt
resource/closecaption_%language%.txt
resource/closecaption_%s.dat
resource/closecaption_%s.txt
resource/g15.res
resource/holdout/%s.txt
resource/icon_explore
resource/icon_file
resource/icon_folder
resource/icon_folder_selected
resource/icon_folderup
resource/icon_newfolder
resource/mail/%s_%s.txt
resource/mail/%s_english.txt
resource/maphtml/%s_%s.html
resource/maphtml/%s_english.html
resource/melee_attacks.txt
resource/news/%s_%s.txt
resource/news/%s_english.txt
resource/overviews/%s.txt
resource/particletemplates/%s.ptm
resource/particletemplates/*.ptm
resource/roomthumbnails.txt
resource/ui/PlayerListPanel.res
resource/ui/campaign_panel.res
resource/ui/nb_campaign_mission_details.res
resource/ui/nb_commander_list.res
resource/ui/nb_commander_list_entry.res
resource/ui/nb_header_footer.res
resource/ui/nb_horiz_list.res
resource/ui/nb_island.res
resource/ui/nb_lobby_row.res
resource/ui/nb_lobby_row_small.res
resource/ui/nb_lobby_tooltip.res
resource/ui/nb_main_panel.res
resource/ui/nb_mission_options.res
resource/ui/nb_mission_panel.res
resource/ui/nb_mission_summary.res
resource/ui/nb_promotion_panel.res
resource/ui/nb_select_campaign_entry.res
resource/ui/nb_select_campaign_panel.res
resource/ui/nb_select_marine_entry.res
resource/ui/nb_select_marine_panel.res
resource/ui/nb_select_mission_entry.res
resource/ui/nb_select_mission_panel.res
resource/ui/nb_select_weapon_entry.res
resource/ui/nb_select_weapon_panel.res
resource/ui/nb_skill_panel.res
resource/ui/nb_skill_panel_spending.res
resource/ui/nb_spend_skill_points.res
resource/ui/nb_suggest_difficulty.res
resource/ui/nb_vote_panel.res
resource/ui/nb_weapon_detail.res
resource/ui/nb_weapon_unlocked.res
respeakdelay
response
response %s = '%s'\n
response entry '%s' with unknown command '%s'\n
response entry '%s' with unknown response type '%s'\n
restart behavior (0 = bounce, 1 = loop )
result
resultVar
resumecondition
retry\n
reverse warp (0/1)
right
rightText
right_
rightarrow
rightarrowoffsetx
rightedge
rndwave
rocket_trail_small
roll
rollup/game
rollup/lobby
rope_averagelight
rope_collide
rope_rendersolid
rope_shake
rope_smooth
rope_smooth_enlarge
rope_smooth_maxalpha
rope_smooth_maxalphawidth
rope_smooth_minalpha
rope_smooth_minwidth
rope_solid_maxalpha
rope_solid_maxwidth
rope_solid_minalpha
rope_solid_minwidth
rope_subdiv
rope_wind_dist
ropes
rotateVar
rotate_rate(dps)
rotation
rotation field
rotation_initial
rotation_movement
rotation_offset_max
rotation_offset_min
rotation_random
rotation_random_exponent
rotation_speed
rotation_speed_constant
rotation_speed_random
rotation_speed_random_exponent
rotation_speed_random_max
rotation_speed_random_min
rotation_spin
rotation_spin yaw
round_end
round_start
rr_debugresponseconcept
rr_debugresponseconcept_exclude
rr_debugresponses
rr_debugrule
rr_dumpresponses
rr_reloadresponsesystems
rule
ruledata
rumble
run for killed parent particles
run_aiming_all
run_idle
runas
runevent
runtime error 
russian
sAmTb
sU0&?W
sW9.JupP
s\rLI
s_panel_hand
s_panel_lobby_coach
s_panel_lobby_gambler
s_panel_lobby_mechanic
s_panel_lobby_producer
samples_use_time
save
save faceposer\%s\n
save%d.campaignsave
save/%s
save/game_instructor_counts.txt
save/save%d.campaignsave
saveentityindex
say_team
scale
scale CP end
scale CP start
scale animation rate
scale emission to used control points
scale factor
scale offset by CP distance
scale scroll by CP distance
scale texture by CP distance
scaleAmount
scaleImage
scaleVar
scale_bias
scalesettings
scavenge
scene_clientflex
scene_print
scene_ramp
scene_vcdautosave
scenefilecache
scenefilecache_reload
schinese
scope in
scope out
score_width
scoreboard_position
scores
scr_centertime
screen space effect
screenfade_t
screenfademaxsize
screenshake_t
screenshot
screenshots/thumbnail.tga
screentilt_t
screenx
screeny
script
script_client
script_debug_client
script_dump_all_client
script_execute_client
script_help_client
scripted/intro_screenspaceeffect
scripts/%s
scripts/HudAnimations.txt
scripts/HudLayout.res
scripts/RadialMenu.txt
scripts/asw_credits
scripts/asw_credits.txt
scripts/asw_speech_count_%s.txt
scripts/colorcorrection/infested_green.raw
scripts/decals_subrect.txt
scripts/hud_textures
scripts/hudanimations_manifest.txt
scripts/instructor_lessons.txt
scripts/instructor_modtextures
scripts/instructor_texturemanifest.txt
scripts/instructor_textures
scripts/jukebox_playlist.txt
scripts/kb_act.lst
scripts/mod_lessons.txt
scripts/mod_textures
scripts/propdata.txt
scripts/soundscapes_%s.txt
scripts/soundscapes_manifest.txt
scripts/sprays_manifest.txt
scripts/surfaceproperties_manifest.txt
scripts/talker/response_rules.txt
scripts/vehicles/jeep_test.txt
scripts/vgui_screens.txt
scripts/voicecommands.txt
scripts/vscripts/%s
scripts/vscripts/%s%s
scripts/weapon_manifest.txt
scriptsound
scroll_box
scroll_down
scroll_line
scroll_up
scrollbar
search_team_time
searchempty
searchfinished
searching
searchresult
searchstarted
second input control point
second sequence animation rate
second_sequence_random
secondary_ammo
section
select_Random
selected
selected_color
selectedcolor
selectedfiles
selection
selfDroppable
sensitivity
sentgun
sentry wants dismantle
sentry_build_display
sentry_cannon_deployed
sentry_flamers_deployed
sentry_freeze_deployed
sentry_light_lowammo
sentry_light_noammo
sentry_radius_display_beam
sentry_selected
sentryguns_deployed
sequence
sequence 0 model
sequence_max
sequence_min
sequence_number
sequence_number 1
sequence_random
sequenceduration
sequential
sequential position along path
server
server %5.1f ms curr, %5.1f ave, %5.1f peak
server/name
server/ping
server_can_execute
server_cvar
server_spawn
serveranimdata
servermsg_button
set orientation
setChildPanelWidth
set_instructor_group_enabled
setang
setang_exact
setinfo %s "%s"\n
setpause nomsg
setpos
setpos_exact
sets tree sway wind direction and strength
setting.aspectratiomode
setting.centroidhack
setting.cpu_level
setting.defaultres
setting.defaultresheight
setting.dxlevel
setting.fullscreen
setting.gpu_level
setting.gpu_mem_level
setting.in_lock_mouse_to_window
setting.laptop
setting.mat_aaquality
setting.mat_antialias
setting.mat_forceaniso
setting.mat_grain_scale_override
setting.mat_monitorgamma
setting.mat_queue_mode
setting.mat_triplebuffered
setting.mat_vsync
setting.maxdxlevel
setting.mem_level
setting.mindxlevel
setting.nouserclipplanes
setting.nowindowborder
setting.preferhardwaresync
setting.prefertexturesinhwmemory
setting.preferzprepass
setting.suppresspixelshadercentroidhackfixup
setting.videoconfig_version
settingindex
settings
settings/game/state
settingscombo
settitlebarvisible
sfm_record_hz
shadow depth textures rendered
shadows
shake_stop
shake_testpunch
shaman_heal_attach
shared
sharedobj
sheetinset_bottom
sheetsequencepicker
sheetsequencepicker_second
shield_open
shifted_time
short
short 
short (%i)
short (%i)\n
short differs (net %i pred %i) diff(%i)\n
shotgunsmoke
should PostActionSignals
should_never_see_this
shoulderlight
show
showGameSettings
showScrollBar
show_columns
show_credits_logo
show_freezepanel
showcompletemessage
showinfo
showpanel
showparticlecounts
showscores
showstopper
showusagehint
shuffle
siNG : voiced velar nasal
sidemove
signal_advance
signal_halt
signed 
silence
silent
simple_cubic
sineMax
sineMin
sinePeriod
single_mission
single_shot
single_shot_npc
singleplayer
singleplayer_only
sinh
size
sizex
sizey
sizez
sk_autoaim_mode
sk_max_asw_ag
sk_max_asw_asg
sk_max_asw_cs
sk_max_asw_ext
sk_max_asw_f
sk_max_asw_flares
sk_max_asw_gl
sk_max_asw_hg
sk_max_asw_medkit
sk_max_asw_medsat
sk_max_asw_medself
sk_max_asw_mines
sk_max_asw_ml
sk_max_asw_p
sk_max_asw_pdw
sk_max_asw_r
sk_max_asw_r_g
sk_max_asw_rg
sk_max_asw_sg
sk_max_asw_sniper
sk_max_asw_stim
sk_max_asw_tg
sk_max_asw_welder
sk_npc_dmg_asw_ag
sk_npc_dmg_asw_asg
sk_npc_dmg_asw_cs
sk_npc_dmg_asw_ext
sk_npc_dmg_asw_f
sk_npc_dmg_asw_flares
sk_npc_dmg_asw_gl
sk_npc_dmg_asw_hg
sk_npc_dmg_asw_medkit
sk_npc_dmg_asw_medsat
sk_npc_dmg_asw_medself
sk_npc_dmg_asw_mines
sk_npc_dmg_asw_ml
sk_npc_dmg_asw_p
sk_npc_dmg_asw_pdw
sk_npc_dmg_asw_r
sk_npc_dmg_asw_r_g
sk_npc_dmg_asw_rg
sk_npc_dmg_asw_sg
sk_npc_dmg_asw_sniper
sk_npc_dmg_asw_stim
sk_npc_dmg_asw_tg
sk_npc_dmg_asw_welder
sk_plr_dmg_asw_ag
sk_plr_dmg_asw_asg
sk_plr_dmg_asw_cs
sk_plr_dmg_asw_ext
sk_plr_dmg_asw_f
sk_plr_dmg_asw_flares
sk_plr_dmg_asw_medkit
sk_plr_dmg_asw_medsat
sk_plr_dmg_asw_medself
sk_plr_dmg_asw_mines
sk_plr_dmg_asw_ml
sk_plr_dmg_asw_p
sk_plr_dmg_asw_pdw
sk_plr_dmg_asw_r
sk_plr_dmg_asw_r_g
sk_plr_dmg_asw_rg
sk_plr_dmg_asw_sg
sk_plr_dmg_asw_stim
sk_plr_dmg_asw_tg
sk_plr_dmg_asw_welder
skill
skill_dest
skin
sky_urb01
sleep for time
slideshow_display_screen
slime_splash_01
slime_splash_02
slime_splash_03
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
slovak
small
small_fire_burst
smokeTrail
smoothstairs
snap
snapshot control point number
snapto
snd_playsounds
snd_setsoundparam
snd_soundmixer
snow2
snow3
snow_explosion
snowclouds
snowfall
snowtype
solid
sollyopenfire
some shadow stuff
sound
sound %d\n
sound/_mp3
sound/_mp3/%s.mp3
sound/music/_mp3
sound/music/_mp3/
sound/music/_mp3/%s.mp3
sound/temp/%s.wav
sound/ui/gamestartup*.mp3
sound_armed
sound_depressed
sound_released
soundemitterbase->Connect
soundemittersystem
soundlevel
soundlevel not supported on sub-soundscapes\n
soundpatch_captionlength
sounds
soundscape_dumpclient
soundscape_message
soundscape_radius_debug
sourceaddonfile
south
south africa
south korea
south-africa
south-east
south-korea
south-west
southeast
southwest
spanish
spanish-argentina
spanish-bolivia
spanish-chile
spanish-colombia
spanish-costa rica
spanish-dominican republic
spanish-ecuador
spanish-el salvador
spanish-guatemala
spanish-honduras
spanish-mexican
spanish-modern
spanish-nicaragua
spanish-panama
spanish-paraguay
spanish-peru
spanish-puerto rico
spanish-uruguay
spanish-venezuela
sparks_heavy_master
spatial coordinate offset
spatial noise coordinate scale
spawned %d tracers from user messages. %d tracers total \n
spawned outline\n
spawnflags
spawning dispatch effect tracer\n
speak
speaker
speaker_xpos
speaker_ypos
speakers
speakonce
spec_allowroaming
spec_autodirector
spec_freeze_distance_max
spec_freeze_distance_min
spec_freeze_time
spec_freeze_traveltime
spec_goto %.1f %.1f %.1f %.1f %.1f\n
spec_mode
spec_next
spec_player
spec_player "%s"
spec_pos
spec_prev
spec_scoreboard
spec_target_updated
spec_track
specgui
special1
special2
special3
specmenu
specnext
specprev
spectator mode
spectatormenu
spectatormodes
specularity
speed
speed_in_local_coordinate_system_max
speed_in_local_coordinate_system_min
speed_max
speed_min
speed_random_exponent
speedruntime
sphere.radius
spin_none
spin_rate_degrees
spin_rate_min
spin_stop_time
spin_zaxis
splitscreen
splitscreen_config.txt
splitscreenplayer
spotlight
spraymodel
sprays_manifest
spritename
sprites
sprites/WXplo1.vmt
sprites/animglow01.vmt
sprites/ar2_muzzle1.vmt
sprites/ar2_muzzle1b.vmt
sprites/ar2_muzzle2b.vmt
sprites/ar2_muzzle3b.vmt
sprites/ar2_muzzle4b.vmt
sprites/blood.vmt
sprites/bloodspray
sprites/bloodspray.vmt
sprites/blueflare1
sprites/bubble.vmt
sprites/chargeball2.vmt
sprites/flamelet%d
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare6
sprites/glow01.vmt
sprites/glow_test02.vmt
sprites/laserbeam.vmt
sprites/laserdot.vmt
sprites/muzzleflash4.vmt
sprites/physbeam.vmt
sprites/physcannon_bluelight2
sprites/rico1
sprites/rico1_noz
sprites/steam1.vmt
sprites/zerogxplode.vmt
sqrt
squadpanel
squadpanel0
squirrel
srcVar1
srcVar2
src_corner_height
src_corner_width
srcid
ss_added
ss_debug_draw_player
ss_enable
ss_mimic
ss_splitmode
ss_teleport
sse ins for particle sphere create
start
start %f %f %f
start age maximum
start age minimum
start control point number
start offset
start time
start time max
start time min
start/end proportional
startColor
startFrame
start_alpha
start_at_attachment
start_at_customorigin
start_at_origin
start_fade_in_time
start_fade_out_time
start_fadeout_exponent
start_fadeout_max
start_fadeout_min
start_framed
start_time
started
starting
starting control point
starting force
starttime
startwidth
startx
starty
startz
state
static
static 
static_icon
static_text
staticsolid
stats
steam/games/PlatformMenu.vdf
steam://install/564
steam://run/
steam_api.dll
steamid/%I64u
steamid/%llu
steamworks_client_sessionid
steamworks_immediate_upload
steamworks_server_sessionid
steamworks_show_uploads
steamworks_stats_disable
stepSize
stick
stop_on_nonidle
stopanimation
stopevent
stoppoint
stopsoundscape
stopvideos
storage
strMapName
strafe
string
string (%s)
string (%s)\n
string differs (net %s pred %s)\n
string fieldName, int xpos, int ypos, int wide, int tall, bool visible, bool enabled, int tabPosition, corner pinCorner, autoresize autoResize, string tooltiptext
string1
string2
string_array
stringcmds
stringtables
struct 
stungrenade_core
style
subFocus
subdivision_count
submit
subpicgap
subpicheight
subpicnamefont
subpicoffsetx
subpicoffsety
subpics
subpicwidth
subscene
subtitle
subtract
success
success_limit
sugg
sun/overlay
suppress_on_restore
surfaceprop
surfaceprops::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
surfacetype
survival
sv  : %5.1f   var: %4.2f msec
sv_accelerate
sv_airaccelerate
sv_alltalk
sv_alternateticks
sv_backspeed
sv_bounce
sv_cheats
sv_client_max_interp_ratio
sv_client_min_interp_ratio
sv_client_predict
sv_debug_player_use
sv_footsteps
sv_friction
sv_gameinstructor_disable
sv_gravity
sv_hosting_lobby
sv_lan %d\nsetmaster enable\n
sv_maxspeed
sv_maxvelocity
sv_noclipaccelerate
sv_noclipduringpause
sv_noclipspeed
sv_optimizedmovement
sv_password "%s"\n
sv_player_funnel_into_portals
sv_pushaway_clientside
sv_pushaway_clientside_size
sv_pushaway_max_force
sv_pushaway_max_player_force
sv_pushaway_min_player_speed
sv_pushaway_player_force
sv_ragdoll_maxcount
sv_ragdoll_maxcount_generic
sv_ragdoll_maxcount_gib
sv_ragdoll_maxcount_special
sv_rollangle
sv_rollspeed
sv_skyname
sv_soundemitter_reload
sv_soundemitter_trace
sv_specaccelerate
sv_specnoclip
sv_specspeed
sv_stepsize
sv_stickysprint_default
sv_stopspeed
sv_suppress_viewpunch
sv_turbophysics
sv_wateraccelerate
sv_waterdist
sv_waterfriction
swarm
swarm/Briefing/ShadedButton
swarm/Briefing/ShadedButton_over
swarm/Briefing/statburned
swarm/Briefing/stathack
swarm/Briefing/statheal
swarm/Campaign/CampaignCircle0
swarm/Campaign/CampaignCircle1
swarm/Campaign/CampaignCircle2
swarm/Campaign/CampaignCircle3
swarm/Campaign/CampaignCircle4
swarm/Campaign/CampaignCircle5
swarm/Campaign/GalaxyLines
swarm/Campaign/JacobCampaignMap
swarm/Campaign/Jacob_GalacticMap
swarm/Campaign/PlainLocationDot
swarm/Campaign/RedArrows
swarm/ClassIcons/MedicClassIcon
swarm/ClassIcons/NCOClassIcon
swarm/ClassIcons/SpecialWeaponsClassIcon
swarm/ClassIcons/TechClassIcon
swarm/Computer/ComputerBackdrop
swarm/Computer/ComputerBackdropRed
swarm/Computer/ComputerCamera
swarm/Computer/ComputerCameraBlack
swarm/Computer/ComputerScan
swarm/Computer/IconCamera
swarm/Computer/IconCog
swarm/Computer/IconFiles
swarm/Computer/IconFilesStriped
swarm/Computer/IconFolder
swarm/Computer/IconFolderStriped
swarm/Computer/IconMail
swarm/Computer/IconMailSmall
swarm/Computer/IconNewsLCD
swarm/Computer/IconStocks
swarm/Computer/IconTurret
swarm/Computer/IconWeather
swarm/Computer/TVNoise
swarm/Computer/TumblerSwitchDOWN
swarm/Computer/TumblerSwitchDOWNMOUSE
swarm/Computer/TumblerSwitchDirection
swarm/Computer/TumblerSwitchDirection_over
swarm/Computer/TumblerSwitchUP
swarm/Computer/TumblerSwitchUPMOUSE
swarm/Computer/WindowClose
swarm/Computer/WindowCloseLit
swarm/Computer/WindowMinimiseLit
swarm/EquipIcons/Locked
swarm/EquipIcons/LockedWide
swarm/HUD/ASWHUDBlackBar
swarm/HUD/TickBoxTicked
swarm/Hacking/FastMarker
swarm/Hacking/LeftConnect
swarm/Hacking/RightConnect
swarm/Hacking/SwarmDoorHackOpen
swarm/MissionPics/DifficultyPicEasy
swarm/MissionPics/DifficultyPicHard
swarm/MissionPics/DifficultyPicNormal
swarm/MissionPics/UnknownMissionPic
swarm/MissionPics/addonMissionPic
swarm/ObjectivePics/%s
swarm/PlayerList/BootIcon
swarm/PlayerList/LeaderIcon
swarm/SkillButtons/Accuracy
swarm/SkillButtons/Agility
swarm/SkillButtons/Autogun
swarm/SkillButtons/Drugs
swarm/SkillButtons/Engineering
swarm/SkillButtons/Grenade
swarm/SkillButtons/Hacking
swarm/SkillButtons/Healing
swarm/SkillButtons/Health
swarm/SkillButtons/Leadership
swarm/SkillButtons/Melee
swarm/SkillButtons/Piercing
swarm/SkillButtons/Scanner
swarm/SkillButtons/Secondary
swarm/SkillButtons/SkillReload
swarm/SkillButtons/Spare
swarm/SkillButtons/Vindicator
swarm/SkillButtons/Xenowound
swarm/effects/aswtracer
swarm/effects/aswtracernormal
swarm/effects/aswtracernormalred
swarm/effects/aswtracerred
swarm/effects/blueflare
swarm/effects/bluemuzzle_nocull.vmt
swarm/effects/electrostunbeam.vmt
swarm/effects/frontbuffer
swarm/effects/muzzleflashred%d
swarm/effects/muzzleflashred1
swarm/effects/muzzleflashred2
swarm/effects/muzzleflashred3
swarm/effects/muzzleflashred4
swarm/effects/railgun
swarm/effects/railgun.vmt
swarm/loading/BGFX01
swarm/loading/BGFX01_wide
swarm/loading/BGFX02
swarm/loading/BGFX02_wide
swarm/loading/BGFX03
swarm/loading/BGFX03_wide
swarm/loading/BGFX04
swarm/loading/BGFX04_wide
swarm/loading/Loading_Labs1
swarm/loading/Loading_Labs2
swarm/loading/Loading_LandingBay
swarm/loading/Loading_Mine1
swarm/loading/Loading_Mine2
swarm/loading/Loading_Mine3
swarm/loading/Loading_Office
swarm/loading/Loading_Plant1
swarm/loading/Loading_Plant2
swarm/loading/Loading_Plant3
swarm/loading/Loading_Sewers1
swarm/loading/Loading_Sewers2
swarm/loading/Loading_Sewers3
swarm/loading/Loading_Sewers4
swarm/marine/marine.mdl
swarm/missionpics/addonmissionpic
swarm/sprites/greylaser1.vmt
swarm/sprites/mlaserbeam.vmt
swarm/sprites/mlaserspark.vmt
swarm/sprites/smoke
swarm/sprites/whiteglow1.vmt
swarm_state_changed
swarmselectionscreen
swedish
swedish-finland
swiss
synctofollowinggesture
sys_attract_mode_timeout
system
system/access
system/lock
system/netflag
system/network
system/ping
szName
s{c|H
t@CNB_Progress_Bar
tLVv
tOO : high back rounded vowel
tZ:m_hMarineNameFont
tZ;ASW_Tesla_Trap.Zap
taG : voiced velar stop
tab position
tabPosition
tab_%s
tabheight
tabheight_small
tabkv
tabname
tabposition
tabskv
tabwidth
tabxdelta
tabxindent
tags
tail color and alpha scale factor
tall
tanh
target
target1
target2
taunt
tchinese
team
team is
teamchange_button
teamlobby
teamplay_broadcast_audio
teamplay_round_start
teamplay_round_win
teamplayroundbased_gamerules_data
teamscavenge
temp/%s
temp/%s.wav
tempents
template-parameter-
temporary ent model invalid\n
tesla_trap_fx
tesla_traps_deployed
tesla_zap_fx
test direction
test view animation
test_freezeframe
testhudanim
testing!
texel_size
text
textAlignment
textHidden
text_inset
text_xpos
text_ypos
textfile
textinsetx
textinsety
texture
textureScale
textureScrollAngle
textureScrollRate
textureScrollVar
texture_offset
texture_scroll_rate
textureid
texturescrollvar
textwindow_temp.html
tf_arena_max_streak
tf_arena_preround_time
tf_arena_round_time
thai
then
theta
thickness
think_limit
thirdperson
thirdperson_mayamode
thirdperson_platformer
thirdperson_screenspace
thirdpersonshoulder
this sets the custom death force for the exploding shieldbug
thorns_marine_buff
thorns_zap
thumbwidth
tick_count
tier0.dll
tile
tileHorizontally
tileImage
tileVertically
tiltTime
time
time coordinate offset
time noise coordinate scale
time to end transition
time to initial render = %f\n
time to sleep when not drawn
time to start transition
time varying force
timeOffset
time_array
tint blend mode
tint clamp max
tint clamp min
tint control point
tint update movement threshold
tint_perc
tipAccel %f %f %f
tipPos %f %f %f
tipPos NaN\n
tipVel %f %f %f
tipVel NaN\n
tir_maxpitch
tir_maxroll
tir_maxx
tir_maxy
tir_maxz
tir_start
tir_stop
title
title_font
title_half
title_life
title_xpos
titlebarbgcolor_override
titlebardisabledbgcolor_override
titlebardisabledfgcolor_override
titlebarfgcolor_override
titlelabel
titlepage
titletextinsetX
titletextinsetY
today
toggle
toggleShouldWrap
toggleTextureFrameNumVar
toggleTextureVar
toggle_details
toggleconsole
toggles whether the server allows spectator mode or not
tooltip
tooltiptext
topbar
topcolor
topoffset
total
totals:
trace accuracy tolerance
trace collision group
trace offset
trace recycle tolerance
tracer_autogun
tracer_default
tracer_extra
tracer_minigun
tracer_pdw
tracer_pistol
tracer_proto_rifle
tracer_railgun
tracer_rifle
tracer_shotgun
tracer_sniper_rifle
trail_length_random
traillength
transition_time
translateVar
travel time
travel_pitch: %.2f
treat distance between points as radius
triage
trinidad & tobago
true
true\n
turbulent force
turequired
tutorial
tv_transmitall
twist around axis
twist axis
type
typedata
u axis
u+E6
u64( %lld = 0x%llX )
u=FX_MetalScrape 1
u>33
u?^p?o4
uXO=
uZEeu
ui/%s
ui_foundgames_fake_content
ui_foundgames_fake_count
ui_foundgames_spinner_time
ui_foundgames_update_time
ui_game_allow_create_public
ui_game_allow_create_random
ui_gameui_debug
ui_gameui_modal
ui_loading_tip_f1
ui_loading_tip_f2
ui_loading_tip_refresh
ui_lobby_idle_time
ui_lobby_noresults_create_msg_time
ui_lobby_start_enabled
ui_lobby_stat_switch_time
ui_lobby_stat_team_search_max
ui_old_options_menu
ui_play_online_browser
ui_posedebug_fade_in_time
ui_posedebug_fade_out_time
ui_public_lobby_filter_campaign
ui_public_lobby_filter_difficulty2
ui_public_lobby_filter_onslaught
ui_public_lobby_filter_status
ui_pump_dlc_mount_content
ui_pump_dlc_mount_content %d\n
ui_pump_dlc_mount_content 0
ui_pump_dlc_mount_corrupt
ui_pump_dlc_mount_corrupt %d
ui_pump_dlc_mount_corrupt %d\n
ui_pump_dlc_mount_corrupt 0
ui_pump_dlc_mount_stage
ui_pump_dlc_mount_stage %d\n
ui_pump_dlc_mount_stage 0
ui_reloadscheme
ui_start_dlc_time_corrupt
ui_start_dlc_time_loaded
ui_start_dlc_time_pump
uint32
uint64
unbindall\n
unconnected
undefined
unfocusColor
unichar
unicode
union 
united-kingdom
united-states
unknown
unknown ammo type: %d\n
unlitgeneric
unnamed
unpause
unpause nomsg
unselectedcolor
unsigned 
unspecified
update
update/game/campaign
update/game/chapter
update/game/difficulty
update/game/hardcoreFF
update/game/maxrounds
update/game/mission
update/game/onslaught
update/game/state
update/options/server
update/system/access
update/system/network
update_addon_paths; mission_reload
updated
updaters
upmove
url 
usablePlayerIndex
usage:  cc_findsound 'substring'\n
use animation rate as FPS
use existing particle count
use highest supplied end point
use local space
use local system
use only bounding box
use parent particles for emission scaling
use particle velocity for first input
use scheme colors
use target is
use velocity for test direction
use_binding
use_name
use_script_bgcolor
useparentbg
user
user_data_downloaded
userid
usermessages
usetitlesafe
v axis
v_centermove
v_centerspeed
variable
vban
vcollide_wireframe
vdisp_%04d
vecAngleDiffMin
vecAngleDiffSaved
vecAnglesSaved
vecOriginSaved
vecTargetPos
vec[] differs (1st diff) (net %f %f %f - pred %f %f %f) delta(%f %f %f)\n
vector (%f %f %f)
vector (%f %f %f)\n
vector noise
vector2
vector2_array
vector3
vector3_array
vector4
vector4_array
vehicleRole %i\n
vehicle_action
vehicle_driver_eyes
vehicle_guage
vehicle_steer
vehicle_wheel_fl_height
vehicle_wheel_fl_spin
vehicle_wheel_fr_height
vehicle_wheel_fr_spin
vehicle_wheel_rl_height
vehicle_wheel_rl_spin
vehicle_wheel_rr_height
vehicle_wheel_rr_spin
vel: %.2f, time: %.2f, max: %.2f, animspeed: %.2f
velocity scale
velocity test adjust lifespan
velocityX
velocityY
velocityZ
velocity_random
velx
vely
velz
version
version number
versus
vgui wire hack panel with no hack object\n
vgui/
vgui/%s
vgui/%s/%s
vgui/%s_over
vgui/arrow_left
vgui/arrow_right
vgui/briefing/chat_icon
vgui/briefing/face_%s
vgui/briefing/face_%s_lit
vgui/briefing/face_empty
vgui/briefing/face_empty_lit
vgui/briefing/vote_icon
vgui/crosshairs/%s
vgui/crosshairs/crosshair1
vgui/hud/800corner1
vgui/hud/800corner2
vgui/hud/800corner3
vgui/hud/800corner4
vgui/hud/PowerupIcons/powerup_chemical_bullets
vgui/hud/PowerupIcons/powerup_electric_bullets
vgui/hud/PowerupIcons/powerup_explosive_bullets
vgui/hud/PowerupIcons/powerup_fire_bullets
vgui/hud/PowerupIcons/powerup_freeze_bullets
vgui/hud/PowerupIcons/powerup_increased_speed
vgui/hud/as_directional_crosshair_01
vgui/hud/as_directional_crosshair_01_X
vgui/hud/icon_arrow_down
vgui/hud/icon_arrow_left
vgui/hud/icon_arrow_plain
vgui/hud/icon_arrow_right
vgui/hud/icon_arrow_up
vgui/hud/icon_commentary
vgui/hud/sheet1/sheet1
vgui/hud/sheet_stencil/sheet_stencil
vgui/icon_arrow
vgui/icon_arrow_down
vgui/icon_button_arrow_right
vgui/letters/letter_a
vgui/letters/letter_a_glow
vgui/letters/letter_c
vgui/letters/letter_c_glow
vgui/letters/letter_d
vgui/letters/letter_d_glow
vgui/letters/letter_e
vgui/letters/letter_e_glow
vgui/letters/letter_f
vgui/letters/letter_f_glow
vgui/letters/letter_g
vgui/letters/letter_g_glow
vgui/letters/letter_i
vgui/letters/letter_i_glow
vgui/letters/letter_l
vgui/letters/letter_l_glow
vgui/letters/letter_m
vgui/letters/letter_m_glow
vgui/letters/letter_n
vgui/letters/letter_n_glow
vgui/letters/letter_o
vgui/letters/letter_o_glow
vgui/letters/letter_p
vgui/letters/letter_p_glow
vgui/letters/letter_s
vgui/letters/letter_s_glow
vgui/letters/letter_t
vgui/letters/letter_t_glow
vgui/loadingbar
vgui/loadingbar_bg
vgui/playermodels/%s
vgui/resource/autosave.vmt
vgui/swarm/Briefing/BottomLeftBracket
vgui/swarm/Briefing/BottomRightBracket
vgui/swarm/Briefing/SkillParticle
vgui/swarm/Briefing/TopLeftBracket
vgui/swarm/Briefing/TopRightBracket
vgui/swarm/Briefing/deadmarine
vgui/swarm/Campaign/CampaignSearchlight
vgui/swarm/ClassIcons/EngineerIcon
vgui/swarm/ClassIcons/HackIcon
vgui/swarm/ClassIcons/MedicClassIcon
vgui/swarm/ClassIcons/NCOClassIcon
vgui/swarm/ClassIcons/SentryBuild
vgui/swarm/ClassIcons/SentryDismantle
vgui/swarm/ClassIcons/SpecialWeaponsClassIcon
vgui/swarm/ClassIcons/TechClassIcon
vgui/swarm/ClassIcons/WeldIcon
vgui/swarm/Computer/IconFiles
vgui/swarm/Computer/TVNoise
vgui/swarm/Computer/TumblerSwitchDirection
vgui/swarm/Computer/TumblerSwitchDirection_over
vgui/swarm/Computer/TurretCrosshair
vgui/swarm/Computer/TurretLeftBracket
vgui/swarm/Computer/TurretLowerBracket
vgui/swarm/Computer/TurretOverlay3
vgui/swarm/Computer/TurretRightBracket
vgui/swarm/DoubleScanLine
vgui/swarm/Emotes/EmoteAmmo
vgui/swarm/Emotes/EmoteAnime
vgui/swarm/Emotes/EmoteExclaim
vgui/swarm/Emotes/EmoteGo
vgui/swarm/Emotes/EmoteMedic
vgui/swarm/Emotes/EmoteQuestion
vgui/swarm/Emotes/EmoteSmile
vgui/swarm/Emotes/EmoteStop
vgui/swarm/EquipIcons/EquipTeslaTrap
vgui/swarm/HUD/ASWDrawcrosshair
vgui/swarm/HUD/ASWHUDBlackBar
vgui/swarm/HUD/ASWHackActiveCrosshair
vgui/swarm/HUD/ASWHackCrosshair
vgui/swarm/HUD/AutoAimCrosshair
vgui/swarm/HUD/DoorHealth
vgui/swarm/HUD/DoorWeld
vgui/swarm/HUD/GiveAmmoCrosshair
vgui/swarm/HUD/GiveHealthCrosshair
vgui/swarm/HUD/HorizDoorHealthBarI
vgui/swarm/HUD/HorizDoorHealthBarR
vgui/swarm/HUD/HorizHealthBar
vgui/swarm/HUD/MarineFacing
vgui/swarm/HUD/MarinePointer
vgui/swarm/HUD/ScannerRing
vgui/swarm/HUD/VertAmmoBar
vgui/swarm/HUD/blip
vgui/swarm/HUD/triblip
vgui/swarm/Hacking/TileHoriz
vgui/swarm/Hacking/TileLeft
vgui/swarm/Hacking/TileRight
vgui/swarm/MissionPics/UnknownMissionPic
vgui/swarm/SingleScanLine
vgui/swarm/SkillButtons/Accuracy
vgui/swarm/SkillButtons/Accuracy_over
vgui/swarm/SkillButtons/Agility
vgui/swarm/SkillButtons/Agility_over
vgui/swarm/SkillButtons/Autogun
vgui/swarm/SkillButtons/Autogun_over
vgui/swarm/SkillButtons/Drugs
vgui/swarm/SkillButtons/Drugs_over
vgui/swarm/SkillButtons/Engineering
vgui/swarm/SkillButtons/Engineering_over
vgui/swarm/SkillButtons/Grenade
vgui/swarm/SkillButtons/Grenade_over
vgui/swarm/SkillButtons/Hacking
vgui/swarm/SkillButtons/Hacking_over
vgui/swarm/SkillButtons/Healing
vgui/swarm/SkillButtons/Healing_over
vgui/swarm/SkillButtons/Health
vgui/swarm/SkillButtons/Health_over
vgui/swarm/SkillButtons/Leadership
vgui/swarm/SkillButtons/Leadership_over
vgui/swarm/SkillButtons/Melee
vgui/swarm/SkillButtons/Melee_over
vgui/swarm/SkillButtons/Piercing
vgui/swarm/SkillButtons/Piercing_over
vgui/swarm/SkillButtons/Scanner
vgui/swarm/SkillButtons/Scanner_over
vgui/swarm/SkillButtons/Secondary
vgui/swarm/SkillButtons/Secondary_over
vgui/swarm/SkillButtons/SkillIncendiary
vgui/swarm/SkillButtons/SkillIncendiary_over
vgui/swarm/SkillButtons/SkillPlus
vgui/swarm/SkillButtons/SkillPlus_over
vgui/swarm/SkillButtons/SkillReload
vgui/swarm/SkillButtons/SkillReload_over
vgui/swarm/SkillButtons/Vindicator
vgui/swarm/SkillButtons/Vindicator_over
vgui/swarm/SkillButtons/Xenowound
vgui/swarm/SkillButtons/Xenowound_over
vgui/swarm/UseIcons/PanelLocked
vgui/swarm/UseIcons/PanelNoPower
vgui/swarm/UseIcons/PanelUnlocked
vgui/swarm/UseIcons/UseIconDoorFullySealed
vgui/swarm/UseIcons/UseIconDoorPartlySealed
vgui/swarm/UseIcons/UseIconPDA
vgui/swarm/UseIcons/UseIconTakeAmmoDrop
vgui/swarm/UseIcons/UseIconTakeAutogunAmmo
vgui/swarm/UseIcons/UseIconTakeFlamerAmmo
vgui/swarm/UseIcons/UseIconTakeMiningLaserAmmo
vgui/swarm/UseIcons/UseIconTakePDWAmmo
vgui/swarm/UseIcons/UseIconTakePistolAmmo
vgui/swarm/UseIcons/UseIconTakeRailgunAmmo
vgui/swarm/UseIcons/UseIconTakeRifleAmmo
vgui/swarm/UseIcons/UseIconTakeShotgunAmmo
vgui/swarm/UseIcons/UseIconTakeVindicatorAmmo
vgui/swarm/briefing/bottomleftbracket
vgui/swarm/briefing/bottomrightbracket
vgui/swarm/briefing/shadedbutton
vgui/swarm/briefing/shadedbutton_over
vgui/swarm/briefing/skillparticle
vgui/swarm/briefing/topleftbracket
vgui/swarm/briefing/toprightbracket
vgui/swarm/computer/TumblerSwitchDOWN
vgui/swarm/computer/TumblerSwitchDOWNMOUSE
vgui/swarm/computer/TumblerSwitchUP
vgui/swarm/computer/TumblerSwitchUPMOUSE
vgui/swarm/computer/computerbackdrop
vgui/swarm/computer/computerbackdropred
vgui/swarm/computer/computerscan
vgui/swarm/computer/iconcamera
vgui/swarm/computer/iconcamerastriped
vgui/swarm/computer/iconcog
vgui/swarm/computer/iconcogstriped
vgui/swarm/computer/iconfiles
vgui/swarm/computer/iconfilesstriped
vgui/swarm/computer/iconfolder
vgui/swarm/computer/iconfolderstriped
vgui/swarm/computer/iconmail
vgui/swarm/computer/iconmailstriped
vgui/swarm/computer/iconnewslcd
vgui/swarm/computer/iconnewslcdstriped
vgui/swarm/computer/iconsinglefile
vgui/swarm/computer/iconstocks
vgui/swarm/computer/iconstocksstriped
vgui/swarm/computer/iconturret
vgui/swarm/computer/iconturretstriped
vgui/swarm/computer/iconweather
vgui/swarm/computer/iconweatherstriped
vgui/swarm/computer/synteklogo2
vgui/swarm/computer/tumblerswitchdirection
vgui/swarm/computer/tumblerswitchdirection_over
vgui/swarm/computer/windowclose
vgui/swarm/computer/windowminimise
vgui/swarm/hacking/fastmarker
vgui/swarm/hacking/leftconnect
vgui/swarm/hacking/rightconnect
vgui/swarm/hacking/swarmdoorhackopen
vgui/swarm/hacking/tilehoriz
vgui/swarm/hacking/tileleft
vgui/swarm/hacking/tileright
vgui/swarm/hud/ASWCrosshairDefaultEdge
vgui/swarm/hud/doorhealth
vgui/swarm/hud/doorweld
vgui/swarm/hud/horizdoorhealthbar
vgui/swarm/hud/horizdoorhealthbari
vgui/swarm/hud/horizdoorhealthbarr
vgui/swarm/hud/scanner
vgui/swarm/hud/tickboxticked
vgui/swarm/playerlist/booticon
vgui/swarm/playerlist/leadericon
vgui/white_additive
vgui::
vgui::Button
vgui::CConsoleDialog
vgui::CheckButton
vgui::ComboBox
vgui::EditablePanel
vgui::FileOpenDialog
vgui::Frame
vgui::HFont
vgui::ImagePanel
vgui::Label
vgui::Panel
vgui::PropertySheet
vgui::RichText
vgui::Slider
vgui_controls is missing a required interface!\n
vgui_resource
vgui_screen
vgui_screen_panel
vguicancel
view angles
view model effect
viewangleanim
viewangles[0]
viewangles[1]
viewangles[2]
viewanim_addkeyframe
viewanim_create
viewanim_load
viewanim_reset
viewanim_save
viewanim_test
viewcombo
viewmodel
viewmodel_fov
viewmodel_offset_x
viewmodel_offset_y
viewmodel_offset_z
viewmodelfov
vindicator_grenade
violence_ablood
violence_agibs
violence_hblood
violence_hgibs
virtual 
virtualterrain
visible
vm_debug
vm_draw_always
vmtPicker
vocalize smartlook
voice
voice/icntlk_pl
voice/voice_icon_hud
voice_all_icons
voice_ban.dt
voice_clientdebug
voice_enable
voice_head_icon_height
voice_head_icon_size
voice_local_icon
voice_menu_1
voice_menu_2
voice_menu_3
voice_modenable
voice_player
voice_scale
voice_threshold
voice_vox
voicemenu %d %d
voicerecord_toggle off\n
voicerecord_toggle on\n
void
void 
volatile
volatile 
volume
vote_yes
vslider
vstdlib.dll
vtex_dll
w7H-
w@CASW_VGUI_Edit_Emitter_SaveDialog
wait %d; %s; ui_pump_dlc_mount_stage %d;
waiting for lock
warp
warp max
warp min
warp transition start time
warp transition time (treats min/max as start/end sizes)
wash
water_splash_01
water_splash_02
water_splash_02_surface2
water_splash_03
waterexp_bubbles
waterripple
watersplash
watersplashquiet
wave
wchar_t
weapon
weapon ammo empty
weapon ammo full
weapon ammo low
weapon can use
weapon has
weapon has spare
weapon is
weapon is offensive
weapon local hotbar slot
weapon1
weapon_aim_attachment
weapon_laser_sight
weapon_laser_sight_other
weapon_offhanded
weapon_s
weapon_shell_casing_rifle
weapon_shell_casing_shotgun
weapon_small
weapondelay
weaponscripts
website
weight
welding_door_cut
welding_door_seal
west
wheel_fl
wheel_fr
wheel_rl
wheel_rr
whether to use new detail sprite system
white
wide
wideatopen
widescreen_horizontal_split
widescreen_vertical_split
width
wireframe
wn>Jj
work item
world
world geometry
world time noise coordinate scale
world_interactions
world_origin
worldmodel
wrap
wy<CYO[Y
x axis
x360_audio_english
xBmetal
xV4b?
xdir = %f ydir = %f\n
xlook
xmove
xpos
xppwpp
xpxxxx
xuid
xuidHost
y axis
yDChanging collision rules within a callback is likely to cause crashes!\n
y_increment
yaw_initial
yaw_offset_max
yaw_offset_min
yaw_random_exponent
yaw_rate_degrees
yaw_rate_min
yaw_stop_time
yielding
ypos
yx|o
z axis
z'gN
z1}B
z?aUY
zCCEnvDOFController
zT?joy_variable_frametime
z_difficulty
z_infected_decals
z_mob_simple_shadows
z_ragdoll_impact_strength
z_wound_client_disabled
zc%C1
zipline
zoom
zoom_autoaim
zoom_sensitivity_ratio
zp14Hi(]
zpos
zyC7
{4Wf
{flat}
{for 
|W8A=
}6lw
}Tw5
~CASW_Mission_Chooser_Frame\n
~CCEntityParticleTrail
