                
            difficulty = %s\n
            game mode = %s\n
            num players = %d\n
            roundlimit = %d\n
            starting: %s %s...\n
         Valve Nav Mesh Text Dump v1.0        \n
      firing in: %.2f sec
    %d players\n
    %d yes\n
    Compare Value: %f
    Initial Value: %f
    duration: %f
    frequency: %f
    hold time: %f
    limit to: %s
    magnitude: %f
    magnitude: %i
    max value: %f
    min value: %f
    radius: %f
    size: %f
   %s (%2.2f) %2.2f\n
   %s (%d)\n
   '%s' : '%s' (entindex %d) \n
   (%.2f) Target: '%s', Input: '%s', Parameter '%s'. Activator: '%s', Caller '%s'.  \n
   --- Flags ---\n
   --- PoseParams ---\n
   -> Player is now on team %d\n
   Angles: %2.2f %2.2f %2.2f\n
   Approaching: %2.2f %2.2f %2.2f\n
   Behavior: %s\n
   Charged: %s, Pummeled: %s, Pounded: %s, Pummeling: %s, Pounding: %s\n
   Dead: %s, InAir: %s, Stagger: %s\n
   Dismount: %2.2f\n
   Entindex: %d\n
   EyeYaw: %2.2f, FeetYaw: %2.2f, GoalFeetYaw: %2.2f\n
   Loc: %2.2f %2.2f %2.2f\n
   Move: %2.2f %2.2f\n
   Origin: %2.2f %2.2f %2.2f\n
   Pitch: %2.2f %2.2f\n
   Pouncing: %s, Tonguing: %s, Charging: %s, TongueReeling: %s, TongueAttacking: %s\n
   RockThrow: %s, Climb: %s, Rage: %s\n
   Rot: %2.2f %2.2f %2.2f\n
   Speed: %2.2f (%2.2f max)\n
   TankPunched: %s, Pounced: %s, Tongued: %s\n
   Time: %3.2f\n
   TongleAngle: %2.2f, H/V Velocities: %2.2f %2.2f\n
   Yaw: %2.2f %2.2f\n
   is performing action!\n
   mismatched!!!\n
   time: %6.3f   sound name: %s   scene: %s\n
  %02i:  %i %s\n
  %02i:  NULL link\n
  %20s = '%s' (weight %f)\n
  %20s = '%s'\n
  %d %sS (%d max)
  %d (0x%p) : %s\n
  %d Specials on Team (%d max)
  %d Tanks (%d max)
  %p : %30s (last %5i/next %5i)\n
  %s survivors have left the starting safe area
  %s: %3.2f (EXTREME)
  %s: %3.2f (HIGH)
  %s: %3.2f (MILD)
  %s: %3.2f (MODERATE)
  %sIN COMBAT
  Added Danger Sound! Duration:%f (Time:%f)\n
  Added Sound! Type:%d  Duration:%f (Time:%f)\n
  Adjusting difficulty %s.\n
  Adjusting game mode %s, %d slots.\n
  Bonus countdown: %2d seconds remaining.
  Common Limit = %d
  Current Bonus: %02d seconds.
  Current Elapsed time: %.0f
  Dead wait time = %3.2f / %3.2f / %3.2f \n
  Flow span: %d
  Flow/s: %d
  Furthest flow: %d
  In a Battlefield Area
  Map number: %d
  Max Mob Spawn Distance: %d
  Mob Spawn Time Range: %d to %d seconds
  Movement threshold: %d
  Movement time: %02d seconds.
  Next mob size: %d
  Next mob size: %d (in %d seconds)
  Next mob size: N/A (in panic mode)
  Original map was %s
  Pending count: %d
  Player died %dth time in level [%s]!!!\n
  Player died, but not in a level!!!\n
  Population: %d (out of %d max)
  Previous Elapsed time: %.0f
  Removed Danger Sound: %d (time:%f)\n
  Removed Sound: %d (Time:%f)\n
  Slot #%d: %d seconds remaining for respawn.
  Slot #%d: Currently active.
  Slot #%d: Slot available.
  Spawn areas: #%d, #%d, #%d, #%d %s
  Survivor ready time: %0.0f seconds
  Total Population: %d
  Total Specials %d
  Two-pass.
  Waiting for survivors
  [%02ds] %d %sS
  [%02ds] %s (Interval: %f)
  criterion '%25s':'%15s' 
  escape stage: %s
  escape stage: %s - %ds until next tank.
  input: %s\n
  output: %s\n
  penetration with entity %s (%s)\n
  stage #%d: %s (%d seconds remaining)
  stage #%d: %s (%d tanks active)
  stage #%d: %s (%d waves remaining, timer at %d)
  stage #%d: %s (scripted, at least %d seconds remaining)
  stage: %s
  tempo: BUILD_UP
  tempo: BUILD_UP (%d seconds remaining)
  tempo: PEAK_FADE (%3.2f max intensity)
  tempo: RELAX (%d seconds remaining)
  tempo: SUSTAIN_PEAK (%d seconds remaining)
  wave: %d (of %d total)
 %2.2f seconds spent on placement.\n
 %d (%d): %s : %5.3f (%.3f)\n
 %d items were on invalid NavMesh.\n
 (headshot)
 - Name: %s\n
 - Name: No Targetname\n
 2008, Valve Corporation, All rights reserved. ========\n//\n// Purpose:\n//\n//=============================================================================\n\nfunction UniqueString( string = "" )\n{\n\treturn DoUniqueString( string.tostring() );\n}\n\nfunction EntFire( target, action, value = null, delay = 0.0, activator = null )\n{\n\tif ( !value )\n\t{\n\t\tvalue = "";\n\t}\n\t\n\tlocal caller = null;\n\tif ( "self" in this )\n\t{\n\t\tcaller = self;\n\t\tif ( !activator )\n\t\t{\n\t\t\tactivator = self;\n\t\t}\n\t}\n\t\n\tDoEntFire( target.tostring(), action.tostring(), value.tostring(), delay, activator, caller ); \n}\n\nfunction __ReplaceClosures( script, scope )\n{\n\tif ( !scope )\n\t{\n\t\tscope = getroottable();\n\t}\n\t\n\tlocal tempParent = { getroottable = function() { return null; } };\n\tlocal temp = { runscript = script };\n\ttemp.setdelegate( tempParent );\n\t\n\ttemp.runscript()\n\tforeach( key,val in temp )\n\t{\n\t\tif ( typeof(val) == "function" && key != "runscript" )\n\t\t{\n\t\t\tprintl( "   Replacing " + key );\n\t\t\tscope[key] <- val;\n\t\t}\n\t}\n}\n\n__OutputsPattern <- regexp("^On.*Output$");\n\nfunction ConnectOutputs( table )\n{\n\tconst nCharsToStrip = 6;\n\tforeach( key, val in table )\n\t{\n\t\tif ( typeof( val ) == "function" && __OutputsPattern.match( key ) )\n\t\t{\n\t\t\t//printl(key.slice( 0, nCharsToStrip ) );\n\t\t\ttable.self.ConnectOutput( key.slice( 0, key.len() - nCharsToStrip ), key );\n\t\t}\n\t}\n}\n\nfunction IncludeScript( name, scope = null )\n{\n\tif ( scope == null )\n\t{\n\t\tscope = this;\n\t}\n\treturn ::DoIncludeScript( name, scope );\n}\n\n//---------------------------------------------------------\n// Text dump this scope's contents to the console.\n//---------------------------------------------------------\nfunction __DumpScope( depth, table )\n{\n\tlocal indent=function( count )\n\t{\n\t\tlocal i;\n\t\tfor( i = 0 ; i < count ; i++ )\n\t\t{\n\t\t\tprint("   ");\n\t\t}\n\t}\n\t\n    foreach(key, value in table)\n    {\n\t\tindent(depth);\n\t\tprint( key );\n        switch (type(value))\n        {\n            case "table":\n\t\t\t\tprint("(TABLE)\n");\n\t\t\t\tindent(depth);\n                print("{\n");\n                __DumpScope( depth + 1, value);\n\t\t\t\tindent(depth);\n                print("}");\n                break;\n            case "array":\n\t\t\t\tprint("(ARRAY)\n");\n\t\t\t\tindent(depth);\n                print("[\n")\n                __DumpScope( depth + 1, value);\n\t\t\t\tindent(depth);\n                print("]");\n                break;\n            case "string":\n                print(" = \"");\n                print(value);\n                print("\"");\n                break;\n            default:\n                print(" = ");\n                print(value);\n                break;\n        }\n        print("\n");  \n\t}\n}\n\n//---------------------------------------------------------\nfunction ClearGameEventCallbacks()\n{\n\t::GameEventCallbacks <- {};\n\t::ScriptEventCallbacks <- {};\n}\n\n//---------------------------------------------------------\n// Collect functions of the form OnGameEventXXX and store them in a table.\n//---------------------------------------------------------\nfunction __CollectEventCallbacks( scope, prefix, globalTableName, regFunc )\n{\n\tif ( !(typeof( scope ) == "table" ) )\n\t{\n\t\tprint( "__CollectEventCallbacks[" + prefix +"]: NOT TABLE! : " + typeof ( scope ) + "\n" );\n\t\treturn;\n\t}\n\n\tif ( !(globalTableName in getroottable())  )\n\t{\n\t\tgetroottable()[globalTableName] <- {};\n\t}\n\tlocal useTable = getroottable()[globalTableName] \n\tforeach( key,value in scope )\n\t{\n\t\tif ( typeof( value ) == "function" )\n\t\t{\n\t\t\tif ( typeof( key ) == "string" && key.find( prefix, 0 ) == 0 )\n\t\t\t{\n\t\t\t\tlocal eventName = key.slice( prefix.len() ); \n\t\t\t\tif ( eventName.len() > 0 )\n\t\t\t\t{\n\t\t\t\t\t// First time we've seen this event: Make an array for callbacks and\n\t\t\t\t\t// tell the game engine's listener we want to be notified.\n\t\t\t\t\tif ( !(eventName in useTable) )\n\t\t\t\t\t{\n\t\t\t\t\t\tuseTable[eventName] <- [];\n\t\t\t\t\t\tif (regFunc)\n\t\t\t\t\t\t\tregFunc( eventName );\n\t\t\t\t\t}\n\t\t\t\t\t// Don't add duplicates. TODO: Perf on this...\n\t\t\t\t\telse if ( useTable[eventName].find( scope ) != null )\n\t\t\t\t\t{\n\t\t\t\t\t\tcontinue;\n\t\t\t\t\t}\n\t\t\t\t\tuseTable[eventName].append( scope.weakref() );\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t}\t\n}\n\nfunction __CollectGameEventCallbacks( scope )\n{\n\t__CollectEventCallbacks( scope, "OnGameEvent_", "GameEventCallbacks", ::RegisterScriptGameEventListener )\n\t__CollectEventCallbacks( scope, "OnScriptEvent_", "ScriptEventCallbacks", null )\n}\n\n//---------------------------------------------------------\n// Call all functions in the callback array for the given game event.\n//---------------------------------------------------------\nfunction __RunEventCallbacks( event, params, prefix, globalTableName, bWarnIfMissing )\n{\n\tlocal useTable = getroottable()[globalTableName] \n\tif ( !(event in useTable) )\n\t{\n\t\tif (bWarnIfMissing)\n\t\t    print( "__RunEventCallbacks[" + prefix + "]: Invalid 'event' name: " + event + ". No listeners registered for that event.\n" );\n\t\treturn;\n\t}\n\n\tfor ( local idx = useTable[event].len()-1; idx >= 0; --idx )\n\t{\n\t\tlocal funcName = prefix + event;\n\t\tif ( useTable[event][idx] == null )\n\t\t{\n\t\t\t//TODO: Not a great way to deal with cleanup...\n\t\t\tuseTable[event].remove(idx);\n\t\t}\n\t\telse\n\t\t{\n\t\t\t//PERF TODO: This is a hash lookup for a function we know exists...\n\t\t\t// should be caching it off in CollectGameEventCallbacks.\n\t\t\tuseTable[event][idx][funcName]( params );\n\t\t}\n\t}\n}\n\nfunction __RunGameEventCallbacks( event, params )\n{\n\t__RunEventCallbacks( event, params, "OnGameEvent_", "GameEventCallbacks", true )\n}\n\n// kinda want to rename this "SendScriptEvent" - since we just send it to script\nfunction FireScriptEvent( event, params )\n{\n\t__RunEventCallbacks( event, params, "OnScriptEvent_", "ScriptEventCallbacks", false )\n}\n\n\n//-----------------------------------------------------------------------------\n// Debug watches & trace\n//-----------------------------------------------------------------------------\n\nconst ScriptDebugFirstLine \t\t\t\t= 6\nconst ScriptDebugTextLines \t\t\t\t= 20\nconst ScriptDebugTextTime \t\t\t\t= 10.0\nconst ScriptDebugWatchFistLine \t\t\t= 26\nconst NDEBUG_PERSIST_TILL_NEXT_SERVER \t= 0.01023\nScriptDebugDefaultWatchColor <- [ 0, 192, 0 ]\n\n//-----------------------------------------------------------------------------\n\n// Text is stored as an array of [ time, string, [ r, g, b ] ]\nScriptDebugText \t\t<- []\nScriptDebugTextIndent \t<- 0\nScriptDebugTextFilters\t<- {}\n\nScriptDebugInDebugDraw <- false\n\nScriptDebugDrawWatchesEnabled <- true\nScriptDebugDrawTextEnabled <- true\n\n// A watch is [ { key, function, color = [ r, g, b ], lastValue, lastChangeText } ]\nScriptDebugWatches \t\t<- []\n\nScriptDebugTraces \t\t<- {}\nScriptDebugTraceAllOn\t<- false\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugDraw()\n{\n\tScriptDebugInDebugDraw = true\n\n\tif ( ScriptDebugDrawTextEnabled || ScriptDebugDrawWatchesEnabled )\n\t{\n\t\tScriptDebugTextDraw( ScriptDebugFirstLine )\n\t}\n\n\tif ( ScriptDebugDrawWatchesEnabled )\n\t{\n\t\tScriptDebugDrawWatches( ScriptDebugWatchFistLine )\n\t}\n\n\tScriptDebugInDebugDraw = false\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugDrawWatches( line )\n{\n\tlocal nWatches = ScriptDebugWatches.len()\n\tlocal curWatchKey\n\tlocal curWatchColor\n\tlocal curWatchValue\n\tlocal curWatchPath\n\tlocal curWatchString\n\tlocal ignored\n\tlocal bRedoExpand\n\tlocal changed\n\t\n\tfor ( local i = 0; i < ScriptDebugWatches.len(); i++ )\n\t{\n\t\tcurWatchKey = ScriptDebugWatches[i].key;\n\t\tcurWatchColor = ScriptDebugWatches[i].color;\n\t\t\n\t\tif ( typeof( curWatchKey ) == "function" )\n\t\t{\n\t\t\tcurWatchString = "" \n\t\t}\n\t\telse\n\t\t{\n\t\t\tcurWatchString = curWatchKey + ": "\n\t\t}\n\t\t\n\t\ttry\n\t\t{\n\t\t\tlocal watchResult = ScriptDebugWatches[i].func.pcall(::getroottable())\n\t\t\tchanged = false;\n\t\t\tif ( watchResult != null )\n\t\t\t{\n\t\t\t\tif ( watchResult != ScriptDebugWatches[i].lastValue )\n\t\t\t\t{\n\t\t\t\t\tif ( ScriptDebugWatches[i].lastValue != null )\n\t\t\t\t\t{\n\t\t\t\t\t\tScriptDebugWatches[i].lastChangeText = " (was " + ScriptDebugWatches[i].lastValue + " @ " + Time() + ")"\n\t\t\t\t\t\tchanged = true\n\t\t\t\t\t}\n\t\t\t\t\tScriptDebugWatches[i].lastValue = watchResult\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tcurWatchString = curWatchString + watchResult.tostring() + ScriptDebugWatches[i].lastChangeText\n\t\t\t\tif ( changed) \n\t\t\t\t{\n\t\t\t\t\tScriptDebugTextPrint( curWatchString, [ 0, 255, 0 ], true );\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tcurWatchString = curWatchString + "<<null>>"\n\t\t\t}\n\t\t}\n\t\tcatch ( error )\n\t\t{\n\t\t\tcurWatchString = curWatchString + "Watch failed - " + error.tostring()\n\t\t}\n\t\t\n\t\tDebugDrawScreenTextLine( 0.5, 0.0, line++, curWatchString, curWatchColor[0], curWatchColor[1], curWatchColor[2], 255, NDEBUG_PERSIST_TILL_NEXT_SERVER );\n\t}\n\t\n\treturn line\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugAddWatch( watch )\n{\n\tlocal watchType = typeof(watch)\n\tlocal i\n\n\tswitch ( watchType )\n\t{\n\tcase "function":\n\t\t{\n\t\t\twatch = { key = watch, func = watch, color = ScriptDebugDefaultWatchColor, lastValue = null, lastChangeText = "" }\n\t\t\tbreak;\n\t\t}\n\t\t\n\tcase "string":\n\t\t{\n\t\t\tlocal closure\n\t\t\ttry\n\t\t\t{\n\t\t\t\tclosure = compilestring( "return " + watch, "" )\n\t\t\t}\n\t\t\tcatch ( error )\n\t\t\t{\n\t\t\t\tScriptDebugTextPrint( "Failed to add watch \"" + watch + "\": " + error.tostring() )\n\t\t\t\treturn\n\t\t\t}\n\t\t\twatch = { key = watch, func = closure, color = ScriptDebugDefaultWatchColor, lastValue = null, lastChangeText = "" }\n\t\t\tbreak;\n\t\t}\n\tdefault:\n\t\tthrow "Illegal type passed to ScriptDebugAddWatch: " + watchType\n\t}\n\n\tlocal function FindExisting( watch )\n\t{\n\t\tforeach( key, val in ScriptDebugWatches )\n\t\t{\n\t\t\tif ( val.key == watch.key )\n\t\t\t{\n\t\t\t\treturn key\n\t\t\t}\n\t\t}\n\t\treturn -1\n\t}\n\t\n\tlocal iExisting\n\tif ( ( iExisting = FindExisting( watch ) ) == -1 )\n\t{\n\t\tScriptDebugWatches.append( watch )\n\t}\n\telse\n\t{\n\t\t// just update the color\n\t\tScriptDebugWatches[iExisting].color = watch.color\n\t}\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugAddWatches( watchArray )\n{\n\tif ( typeof( watchArray ) == "array" )\n\t{\n\t\tfor ( local i = 0; i < watchArray.len(); i++ )\n\t\t{\n\t\t\tScriptDebugAddWatch( watchArray[i] );\n\t\t}\n\t}\n\telse\n\t{\n\t\tthrow "ScriptDebugAddWatches() expected an array!"\n\t}\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugRemoveWatch( watch )\n{\n\tfor ( local i = ScriptDebugWatches.len() - 1; i >= 0; --i )\n\t{\n\t\tif ( ScriptDebugWatches[i].key == watch )\n\t\t{\n\t\t\tScriptDebugWatches.remove( i );\n\t\t}\n\t}\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugRemoveWatches( watchArray )\n{\n\tif ( typeof( watchArray ) == "array" )\n\t{\n\t\tfor ( local i = 0; i < watchArray.len(); i++ )\n\t\t{\n\t\t\tScriptDebugRemoveWatch( watchArray[i] );\n\t\t}\n\t}\n\telse\n\t{\n\t\tthrow "ScriptDebugAddWatches() expected an array!"\n\t}\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugAddWatchPattern( name )\n{\n\tif ( name == "" )\n\t{\n\t\tMsg( "Cannot find an empty string" )\n\t\treturn;\n\t}\n\t\n\tlocal function OnKey( keyPath, key, value )\n\t{\n\t\tif ( keyPath.find( "Documentation." ) != 0 )\n\t\t{\n\t\t\tScriptDebugAddWatch( keyPath );\n\t\t}\n\t}\n\t\n\tScriptDebugIterateKeys( name, OnKey );\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugRemoveWatchPattern( name )\n{\n\tif ( name == "" )\n\t{\n\t\tMsg( "Cannot find an empty string" )\n\t\treturn;\n\t}\n\t\n\tlocal function OnKey( keyPath, key, value )\n\t{\n\t\tScriptDebugRemoveWatch( keyPath ); \n\t}\n\t\n\tScriptDebugIterateKeys( name, OnKey );\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugClearWatches()\n{\n\tScriptDebugWatches.clear()\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugTraceAll( bValue = true )\n{\n\tScriptDebugTraceAllOn = bValue\n}\n\nfunction ScriptDebugAddTrace( traceTarget )\n{\n\tlocal type = typeof( traceTarget )\n\tif (  type == "string" || type == "table" || type == "instance" )\n\t{\n\t\tScriptDebugTraces[traceTarget] <- true\n\t}\n}\n\nfunction ScriptDebugRemoveTrace( traceTarget )\n{\n\tif ( traceTarget in ScriptDebugTraces )\n\t{\n\t\tdelete ScriptDebugTraces[traceTarget]\n\t}\n}\n\nfunction ScriptDebugClearTraces()\n{\n\tScriptDebugTraceAllOn = false\n\tScriptDebugTraces.clear()\n}\n\nfunction ScriptDebugTextTrace( text, color = [ 255, 255, 255 ] )\n{\n\tlocal bPrint = ScriptDebugTraceAllOn\n\n\tif ( !bPrint && ScriptDebugTraces.len() )\n\t{\n\t\tlocal stackinfo = getstackinfos( 2 )\n\t\tif ( stackinfo != null )\n\t\t{\n\t\t\tif ( ( stackinfo.func in ScriptDebugTraces ) ||\n\t\t\t\t ( stackinfo.src in ScriptDebugTraces ) ||\n\t\t\t\t ( stackinfo.locals["this"] in ScriptDebugTraces ) )\n\t\t\t{\n\t\t\t\tbPrint = true\n\t\t\t}\n\t\t}\n\t}\n\t\n\tif ( bPrint )\n\t{\n\t\tScriptDebugTextPrint( text, color )\n\t}\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugTextPrint( text, color = [ 255, 255, 255 ], isWatch = false )\n{\n\tforeach( key, val in ScriptDebugTextFilters )\n\t{\n\t\tif ( text.find( key ) != null )\n\t\t{\n\t\t\treturn;\n\t\t}\n\t}\n\n\tlocal timeString = format( "(%0.2f) ", Time() ) \n\n\tif ( ScriptDebugDrawTextEnabled || ( isWatch && ScriptDebugDrawWatchesEnabled ) )\n\t{\n\t\tlocal indentString = "";\n\t\tlocal i = ScriptDebugTextIndent\n\t\twhile ( i-- )\n\t\t{\n\t\t\tindentString = indentString + "   "\n\t\t}\n\t\t\n\t\t// Screen overlay\n\t\tlocal debugString = timeString + indentString + text.tostring()\n\t\tScriptDebugText.append( [ Time(), debugString.tostring(), color ] )\n\t\tif ( ScriptDebugText.len() > ScriptDebugTextLines )\n\t\t{\n\t\t\tScriptDebugText.remove( 0 )\n\t\t}\n\t}\n\t\n\t// Console\n\tprintl( text + " " + timeString );\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugTextDraw( line )\n{\n\tlocal i\n\tlocal alpha\n\tlocal curtime = Time()\n\tlocal age\n\tfor ( i = 0; i < ScriptDebugText.len(); i++ )\n\t{\n\t\tage = curtime - ScriptDebugText[i][0]\n\t\tif ( age < -1.0 )\n\t\t{\n\t\t\t// Started a new server\n\t\t\tScriptDebugText.clear()\n\t\t\tbreak;\n\t\t}\n\n\t\tif ( age < ScriptDebugTextTime )\n\t\t{\n\t\t\tif ( age >= ScriptDebugTextTime - 1.0 )\n\t\t\t{\n\t\t\t\talpha = ( 255.0 * ( ScriptDebugTextTime - age ) ).tointeger()\n\t\t\t\tAssert( alpha >= 0 )\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\talpha = 255\n\t\t\t}\n\t\t\t\n\t\t\tDebugDrawScreenTextLine( 0.5, 0.0, line++, ScriptDebugText[i][1], ScriptDebugText[i][2][0], ScriptDebugText[i][2][1], ScriptDebugText[i][2][2], alpha, NDEBUG_PERSIST_TILL_NEXT_SERVER );\n\t\t}\n\t}\n\t\n\treturn line + ScriptDebugTextLines - i;\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugAddTextFilter( filter )\n{\n\tScriptDebugTextFilters[filter] <- true\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugRemoveTextFilter( filter )\n{\n\tif ( filter in ScriptDebugTextFilters )\n\t{\n\t\tdelete ScriptDebugTextFilters[filter]\n\t}\n}\n\n//-----------------------------------------------------------------------------\n\nfunction ScriptDebugHook( type, file, line, funcname )\n{\n\tif ( ScriptDebugInDebugDraw )\n\t{\n\t\treturn\n\t}\n\n\tif ( ( type == 'c' || type == 'r' ) && file != "unnamed" && file != "" && file != "game_debug.nut" && funcname != null )\n\t{\n\t\tlocal functionString = funcname + "() [ " + file + "(" + line + ") ]"\n\n\t\tforeach( key, val in ScriptDebugTextFilters )\n\t\t{\n\t\t\tif ( file.find( key ) != null || functionString.find( key ) != null )\n\t\t\t{\n\t\t\t\treturn;\n\t\t\t}\n\t\t}\n\t\t\n\t\tif ( type == 'c' )\n\t\t{\n\t\t\tlocal indentString = "";\n\t\t\tlocal i = ScriptDebugTextIndent\n\t\t\twhile ( i-- )\n\t\t\t{\n\t\t\t\tindentString = indentString + "   "\n\t\t\t}\n\t\t\t\n\t\t\t// Screen overlay\n\t\t\tlocal timeString = format( "(%0.2f) ", Time() ) \n\t\t\tlocal debugString = timeString + indentString + functionString\n\t\t\tScriptDebugTextPrint( functionString );\n\t\t\tScriptDebugTextIndent++;\n\t\t\t\n\t\t\t// Console\n\t\t\tprintl( "{" ); \n\t\t\tprint_indent++;\n\t\t}\n\t\telse\n\t\t{\n\t\t\tScriptDebugTextIndent--;\n\t\t\tprint_indent--;\n\t\t\tprintl( "}" );\n\t\t\t\n\t\t\tif ( ScriptDebugTextIndent == 0 )\n\t\t\t{\n\t\t\t\tScriptDebugExpandWatches()\n\t\t\t}\n\t\t}\n\t}\n}\n\n//-----------------------------------------------------------------------------\n\nfunction __VScriptServerDebugHook( type, file, line, funcname )\n{\n\tScriptDebugHook( type, file, line, funcname ) // route to support debug script reloading during development \n}\n\nfunction BeginScriptDebug()\n{\n\tsetdebughook( __VScriptServerDebugHook );\n}\n\nfunction EndScriptDebug()\n{\n\tsetdebughook( null );\n}\n\n//-----------------------------------------------------------------------------\n
 B11CFuncLadder
 BAT
 Boomer direct damage = %d  assist damage = %d\n
 CHANGE_TO 
 CHE
 Cannot execute script because there is no available VM\n
 Could not create actor %s: %s\n
 DES
 DONE, RESUME 
 DOO
 EMP
 ENDING 
 ESC
 Entity %s encountered an error in RunScript()\n
 FIN
 Highest survivor flow distance = %f  Tank at = %f witch at %f\n
 Hunter direct damage = %d  assist damage = %d\n
 IGN
 LYI
 MOB
 NOT
 OBS
 OUTWARD
 PLA
 RES
 RESUMING 
 ReadToken overflow
 STARTING 
 STO
 SUSPENDING 
 Skipped %s
 Smoker direct damage = %d  assist damage = %d\n
 TAN
 THR
 Tank direct damage = %d  assist damage = %d\n
 Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n 
 aborting after %d attempts. Had already placed %d items.\n
 caused 
 fff.
 ffff.
 fffff.
 ffffff.
 first potential item at %2.2f, last at %2.2f, total dist is %2.2f, desired spacing is %2.2f.\n
 next encounter: %d %2.2f\n
 not
 restore failed entirely\n
 restore got most of the way\n
 stage #%d: %s (%d common/%d special, timer at %d)
 tC1
 to SUSPEND_FOR 
 |@11CPlayerInfo
!! (%s) key not handled: "%s" "%s"\n
!! ERROR: bad input/output link:\n!! %s(%s,%s) doesn't match type from %s(%s)\n
!!! Missing printname on weapon
!Access to convar functions
!HEV_AMO0
!HEV_DET0
!HEV_DET1
!HEV_DET2
!HEV_DMG0
!HEV_DMG1
!HEV_DMG2
!HEV_DMG3
!HEV_DMG4
!HEV_DMG5
!HEV_DMG6
!HEV_DMG7
!HEV_HEAL7
!HEV_HLTH1
!HEV_HLTH2
!HEV_HLTH3
!HEV_MED1
!IsWeaponVisible()
!The global list of entities
!Used to access entity output data
!Used to get response criteria
!Used to get/set entity network fields
!activator
!fff.
!ffff.
!fffff.
!ffffff.
!player
!player->CanAttack()
!self
!target1
!target2
!target3
!target4
!target5
!target6
!target7
!target8
"%s<%i><%s><%s>" changed name to "%s"\n
"%s<%i><%s><%s>" committed suicide with "%s"\n
"%s<%i><%s><%s>" committed suicide with "world"\n
"%s<%i><%s><%s>" disconnected (reason "%s")\n
"%s<%i><%s><%s>" joined team "%s"\n
"%s<%i><%s><%s>" killed "%s<%i><%s><%s>"\n
"%s<%i><%s><%s>" triggered "Intermission_Kill_Limit"\n
"%s<%i><%s><%s><%s><%s><%d+%d><%s %2.2f %2.2f %2.2f; setang %2.2f %2.2f %2.2f><Area %d>"
"%s<%i><%s><%s><%s><%s><%d><setpos_exact %2.2f %2.2f %2.2f; setang %2.2f %2.2f %2.2f><Area %d>"
"%s<%i><%s><%s><%s><%s><%d><setpos_exact %2.2f %2.2f %2.2f; setang %2.2f %2.2f %2.2f><Area 0>"
"%s<%i><%s><%s><Area %d>"
"%s<%i><%s><>" connected, address "%s"\n
"%s<%i><%s><>" entered the game\n
"AHu
"Console<0>" say "%s"\n
"Console<0>" say_team "%s"\n
"fffff.
"ffffff.
"player_array"
# layers
# pose params
#%s_chapter
#Accept_All_Messages
#Accept_Radio
#All_Hostages_Rescued
#Banned_For_Killing_Teammates
#Bomb_Defused
#CTs_PreventEscape
#CTs_Win
#Cannot_Be_Spectator
#Cstrike_Name_Change
#EntFire:Generate and entity i/o event
#Escaping_Terrorists_Neutralized
#Game_Commencing
#Game_connected
#Game_idle_kick
#Game_scoring
#Game_teammate_kills
#Game_will_restart_in
#HL2_Chapter10_Title
#HL2_Chapter11_Title
#HL2_Chapter12_Title
#HL2_Chapter13_Title
#HL2_Chapter14_Title
#HL2_Chapter1_Title
#HL2_Chapter2_Title
#HL2_Chapter3_Title
#HL2_Chapter4_Title
#HL2_Chapter5_Title
#HL2_Chapter6_Title
#HL2_Chapter7_Title
#HL2_Chapter8_Title
#HL2_Chapter9_Title
#HL2_Chapter9a_Title
#Hint_careful_around_teammates
#Hint_reward_for_killing_vip
#Hint_win_round_by_killing_enemy
#Hostages_Not_Rescued
#Ignore_Broadcast_Messages
#Ignore_Broadcast_Team_Messages
#Ignore_Radio
#Killed_Teammate
#L4D_DifficultyEasy
#L4D_DifficultyHard
#L4D_DifficultyImpossible
#L4D_DifficultyNormal
#L4D_Hint_pz_no_break_rescue_doors
#L4D_Hint_pz_no_break_saferoom_doors
#L4D_MOTD
#L4D_Scenario_Finale_Won
#L4D_Scenario_Restart
#L4D_Scenario_Survivors_Dead
#L4D_idle_spectator
#L4D_vote_alltalk_change
#L4D_vote_alltalk_disable
#L4D_vote_alltalk_enable
#L4D_vote_change_difficulty
#L4D_vote_chapter_change
#L4D_vote_kick_player
#L4D_vote_mission_change
#L4D_vote_passed_alltalk_change
#L4D_vote_passed_change_difficulty
#L4D_vote_passed_chapter_change
#L4D_vote_passed_kick_player
#L4D_vote_passed_mission_change
#L4D_vote_passed_restart_chapter
#L4D_vote_passed_restart_game
#L4D_vote_passed_return_to_lobby
#L4D_vote_passed_versus_level_restart
#L4D_vote_restart_chapter
#L4D_vote_restart_game
#L4D_vote_return_to_lobby
#L4D_vote_versus_level_restart
#Name_change_limit_exceeded
#Round_Draw
#Survival_Spawn_Start_Warning
#Target_Bombed
#Target_Saved
#Terrorists_Escaped
#Terrorists_Not_Escaped
#Terrorists_Win
#UniqueString:Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table.
#VIP_Assassinated
#VIP_Escaped
#VIP_Not_Escaped
#base
#base is NULL 
#ep2_Chapter1_Title
#ep2_Chapter2_Title
#ep2_Chapter3_Title
#ep2_Chapter4_Title
#ep2_Chapter5_Title
#ep2_Chapter6_Title
#ep2_Chapter7_Title
#episodic_Chapter1_Title
#episodic_Chapter2_Title
#episodic_Chapter3_Title
#episodic_Chapter4_Title
#episodic_Chapter5_Title
#fff.
#ffff.
#fffff.
#game_nextmap
#include
#include is NULL 
#valve_hint_alt_%s
$&YA1
$alphatest
$basetexture
$crackmaterial
$fff.
$fff?
$gender
$model
$no_fullbright
$tH33
$u3;u
%% circular buffer used: %2f
%-16s %-6.1f\n
%-20s: %3d out of %3d, desired %3d based on density %3.3f\n
%-30s
%-54s %-6.1f\n
%-64.64s
%-64.64s %03d:%02d
%.10f %.10f %.10f
%.1f (%.1f)
%.3d,%.3d,%.3d
%.3f %d %d %.3f %.3f %.3f [vel %.2f]\n
%.3f %d %d\n
%0.1f activation time remaining
%02i/%02i/%04i - %02i:%02i:%02i\n
%2.2f
%255s %255s
%3.1f  (%s) --> (%s),%.1f) \n
%3.1f  (%s) --> (%s)\n
%3.1f  (%s) <-- (%s)\n
%3.1f  (%s,%d) <-- (%s)\n
%3.1f  (%s,%s) <-- (%s)\n
%3.1f: %s Say( %s, %d )\n
%3.1f: %s Say( Player.ScreamWhilePounced )\n
%3.1f: %s SpeakIfAllowed( %s, %d )\n
%3.2f: %s ERROR: No RESCUE_VEHICLE area!\n
%3.2f: %s Look At ( %g, %g, %g ), Pri = %s, Reason = %s\n
%3.2f: %s Look At (%s) rejected - bot is FL_FROZEN\n
%3.2f: %s Look At (%s) rejected - higher priority aim in progress\n
%3.2f: %s Look At (%s) rejected - previous aim not settled\n
%3.2f: %s Look At subject %s, Pri = %s, Reason = %s\n
%3.2f: %s Lost sight of %s(#%d)\n
%3.2f: %s ON STAIRS\n
%3.2f: %s STILL STUCK\n
%3.2f: %s STUCK at position( %3.2f, %3.2f, %3.2f )\n
%3.2f: %s at potential ledge climb\n
%3.2f: %s caught sight of %s(#%d)\n
%3.2f: %s entered a checkpoint\n
%3.2f: %s giving up, object is UNREACHABLE\n
%3.2f: %s left a checkpoint\n
%3.2f: %s switching to closer victim\n
%3.2f: %s switching to directly visible victim\n
%3.2f: %s switching to mobile victim\n
%3.2f: %s used %s\n
%3.2f: %s: CONTINUOUS FIRE!\n
%3.2f: %s: Changing retreat threat to more dangerous one\n
%3.2f: %s: FIRE!\n
%3.2f: %s: NOT FIRING because I am very close to a calm witch.\n
%3.2f: %s: NOT FIRING because our aim is off\n
%3.2f: %s: NOT FIRING because our head hasn't been still long enough\n
%3.2f: %s: NOT FIRING because target Witch is calm\n
%3.2f: %s: NOT FIRING because target is dead/gone\n
%3.2f: %s: NOT FIRING because threat is not dangerous\n
%3.2f: %s: NOT FIRING because we might hit the car alarm\n
%3.2f: %s: NOT FIRING because we would pop the Boomer on a survivor\n
%3.2f: %s: NOT FIRING because we would pop the Boomer on a teammate\n
%3.2f: %s: PopLegsStack: Underflow\n
%3.2f: %s: PushLegsStack: Overflow\n
%3.2f: %s: Releasing trigger\n
%3.2f: %s: SaveFriendsInImmediateTrouble: Not available at the moment\n
%3.2f: %s: Someone called out 'tank', but there is no Tank!\n
%3.2f: %s: Someone called out 'witch', but there is no Witch!\n
%3.2f: %s: UpdateEscapePath REPATH.\n
%3.2f: %s: UpdateEscapePath failed: No last known area.\n
%3.2f: %s: UpdateEscapePath failed: Pathfind failed.\n
%3.2f: %s: UpdateEscapePath failed: Pathfind to failed, but using it anyway.\n
%3.2f: %s: UpdateEscapePath failed: Pathfind to leader human also failed.\n
%3.2f: %s:%s: 
%3.2f: %s:%s: %s received EVENT %s\n
%3.2f: (MOB) Mob zombie spawned, %d remain.\n
%3.2f: (MOB) Pending mob done.\n
%3.2f: (MOB) SpawnITMob requested of size %d.\n
%3.2f: (MOB) SpawnITMob will make %d.\n
%3.2f: (MOB) SpawnMob pending count is now %d.\n
%3.2f: (MOB) SpawnMob requested of size %d.\n
%3.2f: AAS newly exposed area = %3.2f , %3.2f\n
%3.2f: CANT FIND LEDGE TO CLIMB\n
%3.2f: Can't find climb surface normal\n
%3.2f: ClearStuckStatus: %s %s\n
%3.2f: Climbing - found wall.\n
%3.2f: Climbing - skipping overhead climb we can walk/crawl under.\n
%3.2f: Culled stuck mob rusher at ( %g, %g, %g ), target at ( %g %g %g )\n
%3.2f: Director debug: %s.\n
%3.2f: Director: Final Tank has spawned.\n
%3.2f: Director: Finale state = FINALE_FINAL_BOSS\n
%3.2f: Director: Finale state = FINALE_HALFTIME_BOSS\n
%3.2f: Director: Finale state = FINALE_HORDE_ATTACK_1\n
%3.2f: Director: Finale state = FINALE_HORDE_ATTACK_2\n
%3.2f: Director: Finale state = FINALE_HORDE_ESCAPE\n
%3.2f: Director: Halftime Tank has spawned.\n
%3.2f: Director: Panic Stage = STAGE_INITIAL_DELAY\n
%3.2f: Director::OnFinalePause\n
%3.2f: Director::OnFinaleStarted: ERROR - Finale already started.\n
%3.2f: Director::OnFinaleStarted: Finale started.\n
%3.2f: Director::OnScavengeRoundStarted: Scavenge started.\n
%3.2f: Director::OnSurvivalRoundStarted: Survival started.\n
%3.2f: Director::StartPanicEvent( %d ): ERROR: It is too soon to restart a PanicEvent.\n
%3.2f: Director::StartPanicEvent( %d ): Panic event started.\n
%3.2f: Director::StartPanicEvent: Staring 1 wave panic event\n
%3.2f: Director::StartPanicEvent: Staring 2 wave panic event\n
%3.2f: ERROR SurvivorBot %s can't move to help %s - no path\n
%3.2f: ERROR: SurvivorBot( %s ) stuck here ( %3.2f, %3.2f, %3.2f ) - forced to nearby friend position\n
%3.2f: ERROR: SurvivorBot( %s ) stuck here ( %3.2f, %3.2f, %3.2f ) - forced to next path goal position\n
%3.2f: GAP JUMP\n
%3.2f: Inside ground, ( %.0f, %.0f, %.0f )\n
%3.2f: OnFlowDistancesInitialized()\n
%3.2f: OnFlowDistancesRecomputed()\n
%3.2f: OnSpokeConcept( %s, %s )\n
%3.2f: ResolveStuckSituation ERROR: Cannot resolve SurvivorBot( %s ) stuck situation at ( %3.2f, %3.2f, %3.2f )\n
%3.2f: ResolveStuckSituation: SurvivorBot( %s ) at at ( %3.2f, %3.2f, %3.2f ) unable to teleport due to recent damage.\n
%3.2f: STARTING LEDGE CLIMB UP\n
%3.2f: SpawnCommonZombie: Spot blocked (%.0f, %.0f, %.0f)\n
%3.2f: Stuck mob rusher at ( %g, %g, %g ), target at ( %g %g %g )\n
%3.2f: SurvivorBot %s was too far away and was forcibly relocated\n
%3.2f: WARNING: %s collected %s because path to it failed!\n
%3.2f: WARNING: %s::%s() RESULT_CRITICAL collision\n
%3.2f: ZombieBotLocomotion - Too steep to stand here\n
%3.2f: ZombieBotLocomotion::GetBot()->OnLandOnGround\n
%3.2f: ZombieBotLocomotion::OnLeaveGround\n
%3.2f: ZombieManager::ClearPendingMobCount: All mobs cleared.\n
%3.2f: ZombieManager::SetPendingMobCount: Pending mob set to %d.\n
%3.2f: bot(#%d) CasePath::RefreshPath failed. No subject.\n
%3.2f: bot(#%d) Chase path subject changed (from %p to %p).\n
%3.2f: bot(#%d) ChasePath::RefreshPath failed. Bot is on a ladder.\n
%3.2f: bot(#%d) ChasePath::RefreshPath failed. Fail timer not elapsed.\n
%3.2f: bot(#%d) ChasePath::RefreshPath failed. Rate throttled.\n
%3.2f: bot(#%d) REPATH FAILED\n
%31s
%5.2f : %s : %s : %5.3f\n
%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n
%8.3f[%d] %s:  %s
%8d %8d %8d %8d\n
%c_CustomFinale%1d
%c_CustomFinale1
%c_CustomFinaleMusic%1d
%c_CustomFinaleValue%1d
%c_CustomFinale_StageCount
%d %d %d %d
%d Connections 
%d areas added to selection\n
%d areas chopped into %d\n
%d areas selected\n
%d areas simplified - %d remain\n
%d bend points
%d cleared areas
%d collisions in %.2f ms (%u dots)\n
%d connected infected\n
%d connected survivors\n
%d connection blockers found!\n
%d decals painted on %d zombies.\n
%d in %d hit
%d in %d hits
%d living survivors after\n
%d of %d animations resident\n
%d overlapping areas selected\n
%d queries, %d misses (%d free) suc spec = %d wasted spec=%d\n
%d removed\n
%d simulated\n
%d survivors rescued here
%d total\n
%d transitioning infected\n
%d transitioning survivors\n
%d(0x%8.8X)(%s): view ent is %d(0x%8.8X)(%s) @ %f,%f,%f\n
%d,%.2f %.2f %.2f
%d: %s: team = '%s', avatar = '%s'\n
%d: Found a blocked info_survivor_rescue at setpos %f %f %f\n
%d: prev cycle
%d: sequence
%d: weight
%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: Infected %d(%s): main sequence is %d\n
%f: Player %s at [%0.2f %0.2f %0.2f] took %f damage from %s, type %s\n
%f: entering #%d\n
%f: entering '%s'\n
%ffff.
%ffffff.
%i %i %i %i
%i : %s (ground %i %s)\n
%i/%s - %s:  UTIL_SetModel:  not precached: %s\n
%keywords
%lld
%llu
%ls [wstring, len = %d]
%s   time: %6.3f   sound name: %s   scene: %s\n
%s %d blocked area %d\n
%s %s %s SendWeaponAnim(%s) @ %f\n
%s %s %s SendWeaponAnim(missing %s) @ %f!\n
%s %s (%f,%f,%f) \n
%s %s @ %s: 
%s %s reserved\n
%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n
%s (%2.2f) %2.2f
%s (%d) : %s\n
%s (%f,%f,%f)\n
%s (%s) at (%.3f %.3f %.3f) using obsolete or unknown material type.\n
%s (%s) has an invalid spotlight length <= 0, setting to 500\n
%s (%s) has an invalid spotlight width %.1f (max %.1f).\n
%s (%s) has an invalid spotlight width <= 0, setting to 10\n
%s (%s) received BlendTonemapScale input without a blend time. Syntax: <target tonemap scale> <blend time>\n
%s (%s) received BlendTonemapScale input without a target tonemap scale. Syntax: <target tonemap scale> <blend time>\n
%s (%s) received SetBloomScaleRange input without 2 arguments. Syntax: <max bloom> <min bloom>\n
%s (%s) received StartAnimSequence input without correct parameters. Syntax: <Frame Start> <Frame End> <Frame Rate> <Loop>\nSetting <Frame End> to -1 uses the last frame of the texture. <Loop> should be 1 or 0.\n
%s (%s) received StartFloatLerp input without correct parameters. Syntax: <Start Value> <End Value> <Transition Time> <Loop>\n<Loop> should be 1 or 0.\n
%s (%s) removing class relationships due to level transition\n
%s (%s) was unable to point at an entity named: %s\n
%s (%s): %.3fms (%.3f%%) @ %s\n
%s (%s): %s [%0.2f]
%s (%x) spoke %s (%f)
%s - %2.2f %2.2f %2.2f\n
%s : %8.2f:  canceled\n
%s : %8.2f:  clearing events\n
%s : %8.2f:  finish %s\n
%s : %8.2f:  finished\n
%s : %8.2f:  ignored %s\n
%s : %8.2f:  start %s\n
%s : %s : %s -- %s "%s"
%s : Automatically canceling playback\n
%s : Automatically resuming playback\n
%s : PauseThink canceling playback\n
%s : Unknown action %i, automatically resuming playback\n
%s : cancelled via input at interrupt point\n
%s : cancelled via input\n
%s : cancelled via interrupt\n
%s : cancelled via player death\n
%s : removed for '%s'\n
%s Blocked by %s\n
%s Connection Count: %d\n
%s CustomFinaleMusic: %s\n
%s Deactivate(): I have no player when called by %s!\n
%s FAILED to call script think function %s!\n
%s INVALID UPGRADE '%s'\n
%s InputActivate: entity %s not found or is not a player!\n
%s InputActivate: invalid or missing !activator!\n
%s Ladder Count: %d\n
%s Music::On%sAlertCLOSE\n
%s Music::On%sAlertFAR\n
%s Music::On%sAlertNEAR\n
%s Music::OnApproachingScavengeRoundWin\n
%s Music::OnBleedingOutEnded\n
%s Music::OnBleedingOut\n
%s Music::OnBossApproaching\n
%s Music::OnBossDefeated : BOOMER\n
%s Music::OnBossDefeated : CHARGER\n
%s Music::OnBossDefeated : HUNTER\n
%s Music::OnBossDefeated : JOCKEY\n
%s Music::OnBossDefeated : SMOKER\n
%s Music::OnBossDefeated : SPITTER\n
%s Music::OnBossDefeated : TANK\n
%s Music::OnCheckpointReached\n
%s Music::OnChoked\n
%s Music::OnDownAndBeatenEnded\n
%s Music::OnDownAndBeaten\n
%s Music::OnDownEnded\n
%s Music::OnDown\n
%s Music::OnDroppedFromLedgeHang\n
%s Music::OnEnterCheckpoint\n
%s Music::OnEnterSurvival\n
%s Music::OnFellToDeathFromLedgeHang\n
%s Music::OnFinaleCheckpointReached\n
%s Music::OnFinaleFinalBattle\n
%s Music::OnITExpired\n
%s Music::OnJockeyRideEnded\n
%s Music::OnJockeyRide\n
%s Music::OnKilled\n
%s Music::OnLandmarkRevealed\n
%s Music::OnLargeAreaRevealed\n
%s Music::OnLeaveCheckpoint\n
%s Music::OnLeaveMissionStartArea\n
%s Music::OnLedgeHangBleedingOut\n
%s Music::OnLedgeHangFingers\n
%s Music::OnLedgeHangOneHand\n
%s Music::OnLedgeHangTwoHands\n
%s Music::OnLunged\n
%s Music::OnMissionLost\n
%s Music::OnMissionStart\n
%s Music::OnMissionWonDone\n
%s Music::OnMissionWon\n
%s Music::OnMobApproachingNear : %i\n
%s Music::OnMobSpawn %s : %i\n
%s Music::OnPZInRange\n
%s Music::OnPounceEnded\n
%s Music::OnPounced\n
%s Music::OnPulledByTongue\n
%s Music::OnPummeledEnd\n
%s Music::OnPummeled\n
%s Music::OnReleasedByTongue\n
%s Music::OnSavedFromLedgeHang\n
%s Music::OnScavengeLevelChange  : %i\n
%s Music::OnScavengeOvertimeStart\n
%s Music::OnScavengeOvertimeTimeAdded\n
%s Music::OnScavengeRoundEnd\n
%s Music::OnScavengeRoundHalftime\n
%s Music::OnScavengeRoundStart\n
%s Music::OnSmallAreaRevealed\n
%s Music::OnSpitterSpitAttackEnded\n
%s Music::OnSpitterSpitAttack\n
%s Music::OnSpitterSpitEnded\n
%s Music::OnSpitterSpit\n
%s Music::OnStruck\n
%s Music::OnSurvivalStart\n
%s Music::OnVomitedUpon\n
%s at %.0f %.0f %0.f uses model %s, which has an invalid prop_data type. DELETED.\n
%s at %.0f %.0f %0.f uses model %s, which has no propdata which means it must be used on a prop_static. DELETED.\n
%s at %.0f %.0f %0.f uses model %s, which has propdata which means that it be used on a prop_physics. DELETED.\n
%s at (%.3f, %.3f, %.3f) has no model name!\n
%s attacked %s\n
%s attacked and stops reviving %s
%s backing up when looking for max ledge height\n
%s bled out and starts falling
%s called vote "%s %s"\n
%s called vote "%s"\n
%s can't attack - %s\n
%s changed name to %s\n
%s checking block %d\n
%s could not find attachment %s on target %s.\n
%s couldn't create ScriptScope!\n
%s directly referenced wave %s (should use game_sounds.txt system instead)\n
%s ending a lunge\n
%s ending a pounce\n
%s entered NOCLIP mode\n
%s entered nav area %d\n
%s entering fog %s\n
%s equipped with %s, proficiency is %s\n
%s executing script: %s\n
%s failed to spawn: incomplete population '%s'\n
%s failed to spawn: invalid population '%s'\n
%s failed to spawn: missing director population data\n
%s found %d areas\n
%s found %d ladders\n
%s gets respawn pos %f %f %f\n
%s got pulled and stops reviving %s
%s grabs a ledge - last standing at %s.  hang pos is %s.  fall pos is %s.  stand target is %s.  landing target is %s.  IsTongueVictim() == %d, IsBeingLunged() == %d\n
%s has Door model (%s) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file\n
%s has a health specified in model '%s'. Use prop_physics or prop_dynamic instead.\n
%s has a line of scrimmage of %f/%f flow (wanted %f/%f flow)\n
%s has changed its model while processing AnimEvents on sequence %d. Aborting dispatch.\n
%s ignoring line of scrimmage - can't step forward from start %f units\n
%s is auto-joining infected - %d in game, %d/%d transitioning\n
%s is auto-joining survivors\n
%s is dying instead of incapping because they fell too far.
%s is dying instead of incapping because they have been revived %d times already.
%s is incapacitated
%s is updating line of scrimmage at tank battle end\n
%s is updating line of scrimmage at tank battle start\n
%s is waiting to play\n
%s landed\n
%s left NOCLIP mode\n
%s left the nav mesh\n
%s materialized from spawn mode as a %s\n
%s missing from scenes.image\n
%s not speaking %s - priority %d is too low to interrupt\n
%s passed\n
%s pounced on %s, %d damage interrupts\n
%s reloads and stops reviving %s
%s removed itself!\n
%s repositioned tag: %s : %.3f -> %.3f (%s:%s:%s)\n
%s reverting %s\n
%s say "%s"\n
%s say_team "%s"\n
%s setting %s to %s\n
%s shoved and stops reviving %s
%s spawned as a %s\n
%s spawned\n
%s starting a lunge, %d damage interrupts\n
%s starting a pounce, %d damage interrupts\n
%s starts reviving %s
%s stopped holding revive key and stops reviving %s
%s stuck on object %i/%s\n
%s took %d/%d damage while lunging\n
%s took %d/%d damage while pounced\n
%s took %d/%d damage while trying to pounce\n
%s tried to target an attachment (%s) on target %s, which has no model.\n
%s used adrenaline\n
%s used pills on %s starting with %d health and %.1f pill health, and ended with %d health and %.1f pill health\n
%s wants to respawn at %f %f %f\n
%s was hurt by %s, using %s to inflict %f damage of type %s\n
%s was incapacitated and stops reviving %s
%s was incapacitated by %s, using %s to inflict %f damage of type %s\n
%s was killed by %s, using %s to inflict %f damage of type %s\n
%s was moved and stops reviving %s
%s was pounced and stops reviving %s
%s weapon %d: %s
%s {idx=%d,name="%s"}
%s%02d
%s%20s : %40s %5.3f\n
%s%d.vmt
%s%s(%4.2f %4.2f %4.2f): %s
%s(%d) : %s\n
%s(%f %f %f)\n
%s(%s) could not find scene %d, named %s\n
%s(%s) found an entity that wasn't a logic_choreographed_scene or logic_scene_list_manager in slot %d, named %s\n
%s(%s) thinking for %.02f ms!!!\n
%s(token %i) : %s
%s*%llu
%s->Init():Finish
%s->Init():Start
%s.FootstepLeft
%s.FootstepRight
%s.RunFootstepLeft
%s.RunFootstepRight
%s.SetValue() unsupported value type %s\n
%s.ctx
%s.txt
%s.vmt
%s: %s (%s) = %d\n
%s: %s could not find viewposition %s.\n
%s: %s could not find viewtarget %s.\n
%s: %s has no commentary file.\n
%s: %s( %s %d %d )\n
%s: Could not find lighting origin entity named '%s'!\n
%s: Incapacitated %d times, Died %d times
%s: Mass: %.2f kg / %.2f lb (%s)
%s: TeleportToCurrentPos input received; ignoring 'Teleport Home' spawnflag.\n
%s: VPhysics Collision detection getting expensive, check for too many convex pieces!\n
%s: VPhysics exceeded collision check limit (%d)!!!\nInterpenetration may result!\n
%s: area %d entered AAS\n
%s: area %d left AAS\n
%s: backwards mins/maxs
%s: can't find %s\n
%s: delta = %f\n
%s: nav intensity: %f
%s:%s %s @%p
%s:%s[%i:%i] async load\n
%s:%s[%i:%i] was resident\n
%s<%d> STOPS BEING HELD BY NON-SPECTATOR %s\n
%s<%d> TIMED OUT TRANSITIONING PLAYER %d\n
%sArmsVariant
%sCallChain <- CSimpleCallChainer("%s", self.GetScriptScope().weakref(), true)
%sCallChain.PostScriptExecute()
%sCurrent time: %6.3f\n
%sPopulation
%sRecent NPC speech:\n
%s[%d, %d, %.1f, %.1f, %.1f, %d] 
%s[%d,%d,%d] 
%s\Settings
%s\n   origin %f %f %f\n   angles %f %f %f\n
%s\nSurvivorBot Data\n
%s_STAT
%s_finale
%s_mob
%s_scavenge
%s_survival
%sfemale%s
%smale%s
%ssKilled
&0000
&ffff.
&fffff.
&ffffff.
&u0f
'%20s' vs. '%20s' = 
'ffff.
'ffffff.
'then ANY' or 'then ALL' response followups will be dispatched only to characters within this distance.
( area ) - Disconnect this area from given area
( area ) - Return true if 'area' overlaps our 2D extents
( area ) - Return true if other area is on or above this area, but no others
( area ) - Return true if this area and given area are approximately co-planar
( area, dir ) - Add areas that connect TO this area by a ONE-WAY link
( area, dir ) - Connect this area to given area in given direction
( area, dir ) - Return true if given area is connected in given direction
( attributes ) - Has spawn attribute bits
( attributes ) - Remove spawn attribute bits
( attributes ) - Set spawn attribute bits
( corner ) - Get corner origin of area
( dir ) - Get the number of adjacent areas in the given direction
( dir ) - Removes all connections in directions to left and right of specified direction
( dir ) - Return a random adjacent area in the given direction
( dir ) - Return true if there are no bi-directional links on the given side
( dir, n ) - Return the i'th adjacent area in the given direction
( dir, table ) - Fills a passed in table with all adjacent areas in the given direction
( dir, table ) - Fills a passed in table with areas connected TO this area by a ONE-WAY link (ie: we have no connection back to them)
( duration ) - Mark this area is damaging for the next 'duration' seconds
( height ) - Marks the obstructed status of the nav area
( ladder ) - Disconnect this area from given ladder
( ladder, dir ) - Connect this area to given ladder
( ladder, dir ) - Return true if given area is connected to ladder in given direction
( maxheight ) - Returns true if there's a large, immobile object obstructing this area
( name ) - Set place name
( player ) - Mark this area as cleared for the player
( player ) - Returns true if this area has been cleared for the player
( point ) - Return direction from this area to the given point
( point ) - Return true if area is visible from the given eyepoint
( point ) - Return true if given point is on or above this area, but no others
( pos ) - Return Z of area at (x,y) of 'pos'
( pos ) - Return shortest distance between point and this area
( pos, tolerance ) - Return true if 'pos' is within 2D extents of area
( table ) - Fills a passed in table of ladders in direction
( table ) - Fills table with a collection of areas reachable via elevator from this area
( team ) - Mark this area as blocked for team
( team ) - Return number of players of given team currently within this area (team of zero means any/all)
( team ) - Return true if any portion of this area is visible to anyone on the given team
( team ) - Return true if given area is completely visible from somewhere in this area by someone on the team
( team ) - Return true if team is blocked in this area
(%.1f) spread %.1f ( avg %.1f ) ( max %.1f )\n
(%0.2f) input %s: %s.%s(%s)\n
(%0.2f) input <NULL>: %s.%s(%s)\n
(%0.2f) output: (%s,%s) -> (%s,%s)(%s)\n
(%0.2f) output: (%s,%s) -> (%s,%s,%.1f)(%s)\n
(%0.2f): %s
(%d) Name: %s (%s)
(%f, %f, %f)
(%s) key: %-16s value: %s\n
(%s)%d: %s (hash=%d) (%x)\n
(DAMAGE)%s attacked %s with "%s" (damage "%d") (damage_armor "%d") (health "%d") (armor "%d") (hitgroup "%s")\n
(DEATH)%s committed suicide with "%s"\n
(DEATH)%s died from unknown attacker (probably World)\n
(DEATH)%s killed %s with "%s"%s\n
(INCAP)
(INCAP) %s\n
(INCAP)%s incapped self with "%s"\n
(INCAP)%s was incapped by %s with "%s"\n
(INCAP)%s was incapped from unknown attacker (probably World)\n
(Infected)
(MOB) %3.2f: MOB SPAWN ERROR: ANYWHERE = Empty spawn area set\n
(MOB) %3.2f: MOB SPAWN ERROR: Empty spawn area set, switching to ANYWHERE\n
(MOB) %d wanderers grabbed for an IT mob of desired size %d.\n
(PHYSICS) %s was hit for %.1f damage by a physics obs of mass %.2f(%.2f), moving at a relative speed %.2f(%.2f), moved by %s\n
(PHYSICS) %s was moved above a prop (%f %f %f) to (%f %f %f)\n
(RESCUE) Rescue spot at %.0f, %.0f, %.0f (area %d) activated for %s(%d).\n
(RESCUE) Rescue spot at %.0f, %.0f, %.0f (area %d) deactivated.\n
(RESCUE) Rescue spot at %.0f, %.0f, %.0f (area %d) now spawning.\n
(SKIN) %s saved model [%s] via PlayerSaveData\n
(SKIN) SetCharacter: Survivor %s chose character %s(%d) from model %s\n
(SKIN) Survivor %s changed model from %s to %s via GetIntoGame\n
(SKIN) Survivor %s changed model from %s to %s via HandleCommand_JoinTeam\n
(SKIN) Survivor %s changed model to %s (wanted %s) via RestoreModelData\n
(Spectator)
(Survivor)
(TONGUE) %s  Smoker: %s. Victim: %s.\n
(TONGUE) %s  Smoker: %s\n
(TONGUE) %s  Smoker:%s. Victim:%s.\n
(TONGUE) %s  Smoker:%s.\n
([%d] %s: %s)
([%u] Area)
([%u] Ladder)
(broken)
(ffff.
(fffff.
(flDamage, nDamageType, hAttacker)
(hEntity, szConcept, flDelay, szCriteria) Queue a speech concept
(hInflictor, hAttacker, hWeapon, vecDamageForce, vecDamagePosition, flDamage, nDamageType)
(hVictim, flRange) Make all common zombies in range rush the victim
(id, value) Sets a pose parameter value
(knN
(null)
(scale, change_duration) Changes a model's scale over time
(script)
(unknown)
)fff.
)fffff.
*!* [%u] Sacrifice Escapee %s [%d]<%u> \n
** ERROR: .NAV FILE NOT WRITABLE!!!      **\n
** ERROR: _NAV.TXT FILE NOT WRITABLE!!!  **\n
** Walked off of the CNavMesh::m_grid in ForAllAreasOverlappingExtent()\n
** YOU MUST CHECK IT OUT FROM PERFORCE!  **\n
*** trigger_playermovement using obsolete spawnflag. Remove and reset with new value for "Disable auto player movement"\n
*************  DO NOT IGNORE ME  *******************************\n
****************************************************************\n
*******************************************\n
**********************\n%s connects %s(%s:%d) to %s(%s:%d)\n
************\nMost gross danger! Cannot find Landmark named %s!\n************
***ATTACKING: %i\n
***\nShared activity collision! %s<->%s\n***\n
***\nShared<->Private Activity collision!\n***\n
***\nShared<->Private Event collision!\n***\n
**Attempting to update point_spotlight but target ent is NULL\n
**COULD NOT CREATE SOUNDENT**\n
**Can't create ragdoll gib!\n
**ERROR - Unspecified gib dir method in func_breakable!\n
**empty**
**studio**
*DEAD*
*DEAD*(Infected)
*DEAD*(Survivor)
*DEAD*(TEAM)
*DISABLED*
*SPEC*
*fff.
*ffff.
*fffff.
*ffffff.
+1Xx
+KDk
+OX1
+YX1
+fff.
+fffff.
+ffffff.
, CanDeploy
, Dormant
, IsActive
, IsVisible
, STOP_SCAN
, score %4.2f\n
,DamageType:DMG_BURN
,F49
,IncapacitatedCharacter:
,ItemType:
,SpecialType:
,Subject:
,SubjectIsA:
,SubjectTeam:Survivor
,fff.
,weaponname:
- %d: %s x:%.4f y:%.4f z:%.4f\n
- %d: REMOVED\n
-- Error --:  empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i\n
-- Globals --\n
--- %d ents ---\n
--- %i links\n
--- Dumping state for entity %d - (frame: %d) %s\n
--- End Vote commands---\n
--- Flags ---
--- PoseParams ---
-------- SOUNDSCAPE ENTITIES -----\n
------------- (%d) %s: frame %d -----------------\n
-------------- %s - %s (%d): frame %d (%dms) --------------
-------------- SERVER (%d)frame %d --------------
----------------- frame %d -----------------\n
------------------ SERVER BENCHMARK RESULTS ------------------\n
------------------------------ Director state change BUILD_UP -> SUSTAIN_PEAK\n
------------------------------ Director state change PEAK_FADE -> RELAX\n
------------------------------ Director state change RELAX -> BUILD_UP\n
------------------------------ Director state change SUSTAIN_PEAK -> PEAK_FADE\n
--------------------------------------------------------------\n
----------------------------------------------\n
--------------------------------------------\n\n
----------------------------------\n\n
---------------------------\nTotal missing files %i\n
-------------------------\n
-----------------\nThink report frame %i\n
----End Script Dump\n
----Script Dump for entity %s\n
---Vote commands---\n
-10 -10 -10
-130.0
-90 0 0
-bugbait
-fff.
-ffff.
-fffff.
-game
-gamestatsfileoutputonly
-gamestatslogging
-gamestatsloggingtofile
-headtracking
-makedevshots
-makereslists
-navanalyze
-navforceanalyze
-noscripting
-pressdemo
-scriptlang
-server_script does not recognize a language named '%s'. virtual machine did NOT start.\n
-sv_benchmark
-vscriptdebug
...Flow done!\n
...Flow done(%f ms)!\n
.035
.@LrJ
.@\fupzn
.A8uEzC
.A<u8z6
.ADu
.AHu
.APu
.A\fv2
.A\fvI
.A|rE
.B,vk
.C,wQ
.C4v'
.C4w
.C8rI
.CHsg
.CTs
.CXs
.C\ro
.Ctr&
.C|sY
.E\fvR
.F$s0
.F,vJ
.F0u
.F4u
.F4v"
.F8u
.F<rh
.FDv"
.FHu
.FLs
.FXrG
.FXs
.Fhr
.FtvK
.G rw
.G vn
.G4w
.G8sp
.G@vx
.GDrQ
.GDs
.GLv$
.GPrd
.GXv*
.G`vH
.Gdr)
.H,vH
.H,vg
.HDu
.NLu
.O4v[
.P0u
.PHu
.V,w5
.VPu
.^\fu4z2
.bsp
.eB5
.fff.
.ffff.
.fffff.
.ffffff.
.gmc
.lmp
.manifest
.mdl
.mp3
.nuc
.nut
.vcd
.vmt
.wav
//========== Copyright 
//=========================================================\n// An spawner on the server is getting ready to\n// prespawn an entity. It calls this function, sending us\n// the entity that it's preparing to spawn. \n//=========================================================\n\nfunction __ExecutePreSpawn( entity ) \n{\n\t__EntityMakerResult <- {}\n\tif ( "PreSpawnInstance" in this )\n\t{\n\t\tlocal overrides = PreSpawnInstance( entity.GetClassname(), entity.GetName() );\n\t\tlocal type = typeof( overrides );\n\t\tif ( type == "table" )\n\t\t{\n\t\t\tforeach( key, value in overrides )\n\t\t\t{\n\t\t\t\tswitch ( typeof( value ) )\n\t\t\t\t{\n\t\t\t\tcase "string":\n\t\t\t\t\t{\n\t\t\t\t\t\tentity.__KeyValueFromString( key, value );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\tcase "integer":\n\t\t\t\tcase "float":\n\t\t\t\tcase "bool":\n\t\t\t\t\t{\n\t\t\t\t\t\tentity.__KeyValueFromFloat( key, value.tofloat() );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\tcase "Vector":\n\t\t\t\t\t{\n\t\t\t\t\t\tentity.__KeyValueFromVector( key, value );\n\t\t\t\t\t\tbreak\n\t\t\t\t\t}\n\t\t\t\t\t\n\t\t\t\tdefault:\n\t\t\t\t\t{\n\t\t\t\t\t\tprintl( "Cannot use " + typeof( value ) + " as a key" );\n\t\t\t\t\t}\n\t\t\t\t}\n\t\t\t}\n\t\t}\n\t\t\n\t\tif ( type == "bool" || type == "integer" )\n\t\t{\n\t\t\treturn overrides;\n\t\t}\n\t}\n};\n\nfunction __FinishSpawn()\n{\n\t__EntityMakerResult <- null;\n}\n
/Users/buildbot/buildslave/l4d2_rel_osx/build/src/game/server/prop_physics2.cpp
/Users/buildbot/buildslave/l4d2_rel_osx/build/src/game/shared/physics_shared.cpp
/Users/buildbot/buildslave/l4d2_rel_osx/build/src/public/studio.cpp
/Users/buildbot/buildslave/l4d2_rel_osx/build/src/public/tier1/utlsortvector.h
/Users/buildbot/buildslave/l4d2_rel_osx/build/src/tier1/mempool.cpp
/fffff.
/ffffff.
/report
/usr/lib/libSystem.B.dylib
/usr/lib/libgcc_s.1.dylib
/usr/lib/libiconv.2.dylib
/usr/lib/libstdc++.6.dylib
0 - midnight, 3 - afternoon
0 0 0
0 0 0 30
0 = Cannot be shoved, 1 = Can be shoved
0 = floodfill, 1 = new creep
0.0025
0.003
0.005
0.0064
0.01
0.015
0.025
0.027
0.03
0.05
0.12
0.133
0.15
0.22
0.25
0.25f
0.27
0.33
0.35
0.37
0.375
0.42
0.75
0.82
0.85
0.89
0.95
0.98
0.99
000.
0123456789ABCDEF18CUtlCharConversion
0: Just a pistol, 1: Downgrade of last primary weapon, 2: Last primary weapon.
0: no dragging, 1: short tug, 2: continuous drag
0=Anywhere, 1=Behind, 2=IT, 3=Specials in front, 4=Specials anywhere, 5=Far Away, 6=Above
0=no avoidance, 1=avoid nearest, 2=avoid all
0@UU
0@t1
0@tD
0@tz
0ff.
0fffff.
0x%016llX
1 - show hitches , 2 - show stalls
1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
1 to output sv_showanimstate to Msg(). 2 to store in AnimStateServer.log. 3 for both.
1 use SIMD bones 0 use scalar bones.
1) Blue : %i
1) Green: %i
1) Red  : %i
1.25
1.95
10 10 10
10.0
100 100 0 255
100.0
100.0f
1000
10000
100000
100000.0
100000000
1000000000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
10BoomerHide
10CBaseIssue
10CBaseRifle
10CBreakable
10CCSRagdoll
10CEnvFunnel
10CEnvGlobal
10CEnvSplash
10CEnvTracer
10CFireSmoke
10CFireTrail
10CFogSystem
10CFogVolume
10CFuncBrush
10CFuncTrain
10CFunc_Dust
10CGameRules
10CGameScore
10CGunTarget
10CKickIssue
10CLightGlow
10CLogicAuto
10CLogicCase
10CMathRemap
10CNavLadder
10CPASFilter
10CPVSFilter
10CPainPills
10CPathTrack
10CPhysFixed
10CPhysForce
10CPhysHinge
10CPhysMotor
10CPointHurt
10CPointPush
10CRifle_M60
10CRotButton
10CSkyCamera
10CTEBubbles
10CTEBullets
10CTerrorGun
10CWorldItem
10ConCommand
10FilterTeam
10HidingSpot
10IAppSystem
10IIntention
10JockeyLeap
10LostVictim
10PlayerBody
10SmokeTrail
10SporeTrail
10TankAttack
10TargetScanI13CTerrorPlayerE
10TargetScanI20CBaseCombatCharacterE
10WitchDying
11CAnchorList
11CAreaPortal
11CBaseButton
11CBaseFilter
11CBasePlayer
11CBaseToggle
11CBloodSplat
11CBoomerClaw
11CClientPath
11CEnvCredits
11CEnvGunfire
11CEnvHudHint
11CEnvShooter
11CFilterName
11CFireSphere
11CFlexCycler
11CFogTrigger
11CFunctorJob
11CGibShooter
11CHandleTest
11CHunterClaw
11CInfoTarget
11CJockeyClaw
11CLogicRelay
11CNotifyList
11CNullEntity
11COxygenTank
11CPathCorner
11CPhysImpact
11CPhysLength
11CPhysMagnet
11CPhysPulley
11CPhysSphere
11CPhysTorque
11CPlayerMove
11CRefCountedI20CRefCountServiceBaseILb1E6CRefMTEE
11CRifle_AK47
11CRuleEntity
11CScriptItem
11CSmokeStack
11CSmokerClaw
11CSniper_AWP
11CStringPool
11CTEBSPDecal
11CTEBaseBeam
11CTEBeamEnts
11CTEBeamRing
11CTEShowLine
11CTestEffect
11CVGuiScreen
11CWeaponList
11CWindowPane
11ChaseVictim
11DebugMoveTo
11IBotManager
11IGameSystem
11ILocomotion
11IMoveHelper
11IPlayerInfo
11IRefCounted
11PunchVictim
11RocketTrail
11SavedEntity
11SavedWeapon
11WitchAttack
11WitchVision
11WitchWander
11fogparams_t
11locksound_t
1200
12000
125.0
1250
12BoomerAttack
12BoomerFilter
12CAutoShotgun
12CBaseAbility
12CBaseDMStart
12CBaseShotgun
12CBaseTrigger
12CBreakParser
12CButtonTimed
12CCSGameRules
12CCarriedProp
12CCheckClient
12CChoreoEvent
12CChoreoScene
12CColaBottles
12CDynamicProp
12CEmptyConVar
12CEntityFlame
12CEnvBeverage
12CEnvDustPuff
12CEnv_Blocker
12CEscapeRoute
12CFilterClass
12CFilterEnemy
12CFilterModel
12CFirstAidKit
12CFuncPlatRot
12CGlobalState
12CHandleDummy
12CHolidayGift
12CInsectSwarm
12CKeepUpright
12CLogicBranch
12CLogicScript
12CMathCounter
12CMovableEnum
12CMultiSource
12COuttroStats
12CPhysConvert
12CPhysicsHook
12CPhysicsProp
12CPhysicsWind
12CPhysicsWire
12CPlatTrigger
12CPlayerState
12CPointEntity
12CPropMinigun
12CPropVehicle
12CPropaneTank
12CPumpShotgun
12CRagdollProp
12CRefCounted1I11IRefCounted20CRefCountServiceBaseILb1E6CRefMTEE
12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE
12CRevertSaved
12CRifle_SG552
12CSceneEntity
12CServerTools
12CSniperRifle
12CSpitAbility
12CSpitterClaw
12CSpriteTrail
12CTEBeamLaser
12CTEExplosion
12CTankTrainAI
12CTimerEntity
12CTraceFilter
12CTriggerHurt
12CTriggerLook
12CTriggerOnce
12CTriggerPush
12CTriggerSave
12CTriggerWind
12CTutorLesson
12CWaterBullet
12CWeaponSpawn
12ChargerEvade
12FilterHealth
12HunterAttack
12IAchievement
12ICollideable
12IMotionEvent
12IServerTools
12ITraceFilter
12InfectedBurn
12InfectedFlee
12JockeyAttack
12PathFollower
12SmokerAttack
12SurvivorBody
12WitchRetreat
13BoomerAssault
13CAI_Expresser
13CAmbientMusic
13CAssaultRifle
13CBaseBeltItem
13CBasePropDoor
13CBoneFollower
13CCSPlayerMove
13CCallbackBase
13CCallbackImplILi12EE
13CCallbackImplILi140EE
13CCallbackImplILi16EE
13CCarGlassProp
13CDebugHistory
13CDynamicLight
13CEnvExplosion
13CEnvViewPunch
13CFuncConveyor
13CFuncElevator
13CFuncOccluder
13CFuncRotating
13CHLTVDirector
13CInfoDirector
13CInfoGameMode
13CL4DGameStats
13CLogicCompare
13CMagnumPistol
13CMemZeroOnNew
13CMultiSpawner
13COrnamentProp
13CParticleFire
13CPathKeyFrame
13CPhysThruster
13CPhysics2Prop
13CPhysicsShake
13CRifle_Desert
13CRopeKeyframe
13CSMG_Silenced
13CSceneManager
13CSelfDestruct
13CShotgun_SPAS
13CSniper_Scout
13CSpotlightEnd
13CStripWeapons
13CSurroundTest
13CTEBeamFollow
13CTEBeamSpline
13CTEBreakModel
13CTEGlowSprite
13CTEWorldDecal
13CTerrorPlayer
13CTerrorWeapon
13CTriggerBrush
13CVersusRandom
13CVoiceGameMgr
13CWeightButton
13CZombieBorder
13ChargerAttack
13HunterAssault
13IGameMovement
13IHLTVDirector
13IHandleEntity
13INextBotReply
13IServerEntity
13InfectedAlert
13IntervalTimer
13JockeyAssault
13NextBotPlayerI13CTerrorPlayerE
13SmokerAssault
13SpitterAttack
13TankIntention
13TerrorNavArea
13WitchBehavior
13ZombieManager
13audioparams_t
13sky3dparams_t
1400
14BehaviorBackUpI11SurvivorBotE
14BehaviorMoveToI4Tank16InfectedPathCostE
14BehaviorMoveToI6Boomer16InfectedPathCostE
14BehaviorMoveToI6Hunter16InfectedPathCostE
14BehaviorMoveToI6Jockey16InfectedPathCostE
14BehaviorMoveToI6Smoker16InfectedPathCostE
14BehaviorMoveToI7Charger16InfectedPathCostE
14BoomerBehavior
14CAwardTemplate
14CBaseAppSystemI20IParticleSystemQueryE
14CBaseCSGrenade
14CBaseGameStats
14CBasePlatTrain
14CBaseViewModel
14CBeamSpotlight
14CBreakableProp
14CDetailBlocker
14CDevShotSystem
14CEffectsServer
14CEntityBlocker
14CEntityFactoryI10CBreakableE
14CEntityFactoryI10CCSRagdollE
14CEntityFactoryI10CEnvFunnelE
14CEntityFactoryI10CEnvGlobalE
14CEntityFactoryI10CEnvSplashE
14CEntityFactoryI10CEnvTracerE
14CEntityFactoryI10CFireSmokeE
14CEntityFactoryI10CFireTrailE
14CEntityFactoryI10CFogVolumeE
14CEntityFactoryI10CFuncBrushE
14CEntityFactoryI10CFuncTrainE
14CEntityFactoryI10CGameScoreE
14CEntityFactoryI10CGunTargetE
14CEntityFactoryI10CLightGlowE
14CEntityFactoryI10CLogicAutoE
14CEntityFactoryI10CLogicCaseE
14CEntityFactoryI10CMathRemapE
14CEntityFactoryI10CPainPillsE
14CEntityFactoryI10CPathTrackE
14CEntityFactoryI10CPhysFixedE
14CEntityFactoryI10CPhysHingeE
14CEntityFactoryI10CPhysMotorE
14CEntityFactoryI10CPointHurtE
14CEntityFactoryI10CPointPushE
14CEntityFactoryI10CRifle_M60E
14CEntityFactoryI10CRotButtonE
14CEntityFactoryI10CSkyCameraE
14CEntityFactoryI10CWorldItemE
14CEntityFactoryI10FilterTeamE
14CEntityFactoryI10SmokeTrailE
14CEntityFactoryI10SporeTrailE
14CEntityFactoryI11CAreaPortalE
14CEntityFactoryI11CBaseButtonE
14CEntityFactoryI11CBaseEntityE
14CEntityFactoryI11CBaseFilterE
14CEntityFactoryI11CBoomerClawE
14CEntityFactoryI11CClientPathE
14CEntityFactoryI11CEnvCreditsE
14CEntityFactoryI11CEnvGunfireE
14CEntityFactoryI11CEnvHudHintE
14CEntityFactoryI11CEnvShooterE
14CEntityFactoryI11CFilterNameE
14CEntityFactoryI11CFogTriggerE
14CEntityFactoryI11CFuncLadderE
14CEntityFactoryI11CGibShooterE
14CEntityFactoryI11CHandleTestE
14CEntityFactoryI11CHunterClawE
14CEntityFactoryI11CInfoTargetE
14CEntityFactoryI11CJockeyClawE
14CEntityFactoryI11CLogicRelayE
14CEntityFactoryI11CNullEntityE
14CEntityFactoryI11COxygenTankE
14CEntityFactoryI11CPathCornerE
14CEntityFactoryI11CPhysImpactE
14CEntityFactoryI11CPhysLengthE
14CEntityFactoryI11CPhysMagnetE
14CEntityFactoryI11CPhysPulleyE
14CEntityFactoryI11CPhysSphereE
14CEntityFactoryI11CPhysTorqueE
14CEntityFactoryI11CRifle_AK47E
14CEntityFactoryI11CScriptItemE
14CEntityFactoryI11CSmokeStackE
14CEntityFactoryI11CSmokerClawE
14CEntityFactoryI11CSniper_AWPE
14CEntityFactoryI11CTestEffectE
14CEntityFactoryI11CVGuiScreenE
14CEntityFactoryI11CWindowPaneE
14CEntityFactoryI11RocketTrailE
14CEntityFactoryI11SurvivorBotE
14CEntityFactoryI12CAutoShotgunE
14CEntityFactoryI12CBaseDMStartE
14CEntityFactoryI12CBaseGrenadeE
14CEntityFactoryI12CBaseTriggerE
14CEntityFactoryI12CButtonTimedE
14CEntityFactoryI12CChargerClawE
14CEntityFactoryI12CColaBottlesE
14CEntityFactoryI12CDynamicPropE
14CEntityFactoryI12CEntityFlameE
14CEntityFactoryI12CEnvBeverageE
14CEntityFactoryI12CEnvDustPuffE
14CEntityFactoryI12CEnv_BlockerE
14CEntityFactoryI12CEscapeRouteE
14CEntityFactoryI12CFilterClassE
14CEntityFactoryI12CFilterEnemyE
14CEntityFactoryI12CFilterModelE
14CEntityFactoryI12CFirstAidKitE
14CEntityFactoryI12CFuncPlatRotE
14CEntityFactoryI12CHandleDummyE
14CEntityFactoryI12CHolidayGiftE
14CEntityFactoryI12CInsectSwarmE
14CEntityFactoryI12CKeepUprightE
14CEntityFactoryI12CLogicBranchE
14CEntityFactoryI12CLogicScriptE
14CEntityFactoryI12CMathCounterE
14CEntityFactoryI12CMultiSourceE
14CEntityFactoryI12COuttroStatsE
14CEntityFactoryI12CPhysConvertE
14CEntityFactoryI12CPhysicsPropE
14CEntityFactoryI12CPhysicsWireE
14CEntityFactoryI12CPointEntityE
14CEntityFactoryI12CPropMinigunE
14CEntityFactoryI12CPropVehicleE
14CEntityFactoryI12CPropaneTankE
14CEntityFactoryI12CPumpShotgunE
14CEntityFactoryI12CRagdollPropE
14CEntityFactoryI12CRevertSavedE
14CEntityFactoryI12CRifle_SG552E
14CEntityFactoryI12CSceneEntityE
14CEntityFactoryI12CSniperRifleE
14CEntityFactoryI12CSpitAbilityE
14CEntityFactoryI12CSpitterClawE
14CEntityFactoryI12CSpriteTrailE
14CEntityFactoryI12CTankTrainAIE
14CEntityFactoryI12CTimerEntityE
14CEntityFactoryI12CTriggerHurtE
14CEntityFactoryI12CTriggerLookE
14CEntityFactoryI12CTriggerOnceE
14CEntityFactoryI12CTriggerPushE
14CEntityFactoryI12CTriggerSaveE
14CEntityFactoryI12CTriggerWindE
14CEntityFactoryI12CWaterBulletE
14CEntityFactoryI12FilterHealthE
14CEntityFactoryI13CAmbientMusicE
14CEntityFactoryI13CAssaultRifleE
14CEntityFactoryI13CBoneFollowerE
14CEntityFactoryI13CCarGlassPropE
14CEntityFactoryI13CDebugHistoryE
14CEntityFactoryI13CDynamicLightE
14CEntityFactoryI13CEnvExplosionE
14CEntityFactoryI13CEnvViewPunchE
14CEntityFactoryI13CFuncConveyorE
14CEntityFactoryI13CFuncElevatorE
14CEntityFactoryI13CFuncOccluderE
14CEntityFactoryI13CFuncRotatingE
14CEntityFactoryI13CInfoDirectorE
14CEntityFactoryI13CInfoGameModeE
14CEntityFactoryI13CLogicCompareE
14CEntityFactoryI13CMagnumPistolE
14CEntityFactoryI13CMultiSpawnerE
14CEntityFactoryI13COrnamentPropE
14CEntityFactoryI13CParticleFireE
14CEntityFactoryI13CPathKeyFrameE
14CEntityFactoryI13CPhysThrusterE
14CEntityFactoryI13CPhysics2PropE
14CEntityFactoryI13CRifle_DesertE
14CEntityFactoryI13CRopeKeyframeE
14CEntityFactoryI13CSMG_SilencedE
14CEntityFactoryI13CSceneManagerE
14CEntityFactoryI13CSelfDestructE
14CEntityFactoryI13CShotgun_SPASE
14CEntityFactoryI13CSniper_ScoutE
14CEntityFactoryI13CSpotlightEndE
14CEntityFactoryI13CStripWeaponsE
14CEntityFactoryI13CSurroundTestE
14CEntityFactoryI13CTerrorPlayerE
14CEntityFactoryI13CTriggerBrushE
14CEntityFactoryI13CVersusRandomE
14CEntityFactoryI13CWeaponCSBaseE
14CEntityFactoryI13CWeightButtonE
14CEntityFactoryI13CZombieBorderE
14CEntityFactoryI14CBaseCSGrenadeE
14CEntityFactoryI14CBaseViewModelE
14CEntityFactoryI14CBeamSpotlightE
14CEntityFactoryI14CDetailBlockerE
14CEntityFactoryI14CEntityBlockerE
14CEntityFactoryI14CEnvFireSensorE
14CEntityFactoryI14CEnvFireSourceE
14CEntityFactoryI14CEnvMicrophoneE
14CEntityFactoryI14CEnvSoundscapeE
14CEntityFactoryI14CEnvWeaponfireE
14CEntityFactoryI14CFilterContextE
14CEntityFactoryI14CFinaleTriggerE
14CEntityFactoryI14CFireworkCrateE
14CEntityFactoryI14CFlexExpresserE
14CEntityFactoryI14CFogControllerE
14CEntityFactoryI14CFuncTankTrainE
14CEntityFactoryI14CFuncTimescaleE
14CEntityFactoryI14CFuncTrackAutoE
14CEntityFactoryI14CItem_VomitJarE
14CEntityFactoryI14CLogicAutosaveE
14CEntityFactoryI14CMapInfoVersusE
14CEntityFactoryI14CMessageEntityE
14CEntityFactoryI14CParticleLightE
14CEntityFactoryI14CPhysExplosionE
14CEntityFactoryI14CPhysicsSpringE
14CEntityFactoryI14CPointTeleportE
14CEntityFactoryI14CPointTemplateE
14CEntityFactoryI14CPrecipitationE
14CEntityFactoryI14CRagdollBoogieE
14CEntityFactoryI14CRagdollMagnetE
14CEntityFactoryI14CShadowControlE
14CEntityFactoryI14CSoundMixLayerE
14CEntityFactoryI14CSubMachinegunE
14CEntityFactoryI14CTempEntTesterE
14CEntityFactoryI14CTestTracelineE
14CEntityFactoryI14CTextureToggleE
14CEntityFactoryI14CTriggerCameraE
14CEntityFactoryI14CTriggerEscapeE
14CEntityFactoryI14CTriggerImpactE
14CEntityFactoryI14CTriggerRemoveE
14CEntityFactoryI14CTriggerVolumeE
14CEntityFactoryI14CVomitParticleE
14CEntityFactoryI14MovieExplosionE
14CEntityFactoryI14SporeExplosionE
14CEntityFactoryI15CAmbientGenericE
14CEntityFactoryI15CCommentaryAutoE
14CEntityFactoryI15CEntityDissolveE
14CEntityFactoryI15CEnvEntityMakerE
14CEntityFactoryI15CEnvMuzzleFlashE
14CEntityFactoryI15CFilterMultipleE
14CEntityFactoryI15CFuelBarrelPropE
14CEntityFactoryI15CFuncMoveLinearE
14CEntityFactoryI15CFuncNavBlockerE
14CEntityFactoryI15CFuncTrackTrainE
14CEntityFactoryI15CFuncWallToggleE
14CEntityFactoryI15CFunc_DustCloudE
14CEntityFactoryI15CFunc_DustMotesE
14CEntityFactoryI15CGamePlayerTeamE
14CEntityFactoryI15CGamePlayerZoneE
14CEntityFactoryI15CInfoMassCenterE
14CEntityFactoryI15CInfoRemarkableE
14CEntityFactoryI15CLogicGameEventE
14CEntityFactoryI15CMathColorBlendE
14CEntityFactoryI15CParticleSystemE
14CEntityFactoryI15CPhysBallSocketE
14CEntityFactoryI15CPlayerResourceE
14CEntityFactoryI15CPointSpotlightE
14CEntityFactoryI15CPoseControllerE
14CEntityFactoryI15CProjectedDecalE
14CEntityFactoryI15CPropMountedGunE
14CEntityFactoryI15CRagdollManagerE
14CEntityFactoryI15CShotgun_ChromeE
14CEntityFactoryI15CSpriteOrientedE
14CEntityFactoryI15CSurvivorCameraE
14CEntityFactoryI15CSurvivorRescueE
14CEntityFactoryI15CTeamSpawnPointE
14CEntityFactoryI15CTonemapTriggerE
14CEntityFactoryI15CTriggerCDAudioE
14CEntityFactoryI15CTriggerGravityE
14CEntityFactoryI15CUpgradeSpawnerE
14CEntityFactoryI15CVoteControllerE
14CEntityFactoryI15CWeaponsmgSpawnE
14CEntityFactoryI15InfoChangelevelE
14CEntityFactoryI16CAI_ChangeTargetE
14CEntityFactoryI16CColorCorrectionE
14CEntityFactoryI16CCommentaryDummyE
14CEntityFactoryI16CDeathFallCameraE
14CEntityFactoryI16CEnvRockLauncherE
14CEntityFactoryI16CEnvScreenEffectE
14CEntityFactoryI16CFuelBarrelPieceE
14CEntityFactoryI16CFuncIllusionaryE
14CEntityFactoryI16CFuncSmokeVolumeE
14CEntityFactoryI16CFuncTrackChangeE
14CEntityFactoryI16CFuncVehicleClipE
14CEntityFactoryI16CGamePlayerEquipE
14CEntityFactoryI16CGrenadeLauncherE
14CEntityFactoryI16CInfoZombieSpawnE
14CEntityFactoryI16CItem_AdrenalineE
14CEntityFactoryI16CLogicBranchListE
14CEntityFactoryI16CLogicNavigationE
14CEntityFactoryI16CPathCornerCrashE
14CEntityFactoryI16CSniper_MilitaryE
14CEntityFactoryI16CTerrorViewModelE
14CEntityFactoryI16CTriggerCallbackE
14CEntityFactoryI16CTriggerMultipleE
14CEntityFactoryI16CTriggerTeleportE
14CEntityFactoryI16CWaterLODControlE
14CEntityFactoryI16CWeaponAmmoSpawnE
14CEntityFactoryI16CWeaponCSBaseGunE
14CEntityFactoryI16FilterDamageTypeE
14CEntityFactoryI17CAmbientMobMarkerE
14CEntityFactoryI17CBaseMoveBehaviorE
14CEntityFactoryI17CBreakableSurfaceE
14CEntityFactoryI17CCSGameRulesProxyE
14CEntityFactoryI17CConstraintAnchorE
14CEntityFactoryI17CEnvDOFControllerE
14CEntityFactoryI17CEnvEffectsScriptE
14CEntityFactoryI17CEnvEntityIgniterE
14CEntityFactoryI17CEnvQuadraticBeamE
14CEntityFactoryI17CEnvScreenOverlayE
14CEntityFactoryI17CFireCrackerBlastE
14CEntityFactoryI17CFuncExtinguisherE
14CEntityFactoryI17CFuncRagdollFaderE
14CEntityFactoryI17CFuncSimpleLadderE
14CEntityFactoryI17CFuncVPhysicsClipE
14CEntityFactoryI17CInfectedZooMakerE
14CEntityFactoryI17CInfoIntermissionE
14CEntityFactoryI17CInfoItemPositionE
14CEntityFactoryI17CMovementSpeedModE
14CEntityFactoryI17CPhysicsCannisterE
14CEntityFactoryI17CPhysicsNPCSolverE
14CEntityFactoryI17CPointAngleSensorE
14CEntityFactoryI17CRotorWashShooterE
14CEntityFactoryI17CSceneListManagerE
14CEntityFactoryI17CScriptBaseButtonE
14CEntityFactoryI17CScriptNavBlockerE
14CEntityFactoryI17CSlideshowDisplayE
14CEntityFactoryI17CSurvivorPositionE
14CEntityFactoryI17CTankTargetChangeE
14CEntityFactoryI17CTargetCDAudioRepE
14CEntityFactoryI17CTriggerHurtGhostE
14CEntityFactoryI17CTriggerProximityE
14CEntityFactoryI17CWeaponMeleeSpawnE
14CEntityFactoryI17CWeaponrifleSpawnE
14CEntityFactoryI17FilterMeleeDamageE
14CEntityFactoryI18CEnableMotionFixupE
14CEntityFactoryI18CEnvInstructorHintE
14CEntityFactoryI18CEnvParticleScriptE
14CEntityFactoryI18CEnvPhysicsBlockerE
14CEntityFactoryI18CFilterMassGreaterE
14CEntityFactoryI18CFuncTrainControlsE
14CEntityFactoryI18CGameWeaponManagerE
14CEntityFactoryI18CGenericFlexCyclerE
14CEntityFactoryI18CInfectedZooPuppetE
14CEntityFactoryI18CInfoElevatorFloorE
14CEntityFactoryI18CItemDefibrillatorE
14CEntityFactoryI18CL4D1SurvivorSpawnE
14CEntityFactoryI18CLogicLineToEntityE
14CEntityFactoryI18CMolotovProjectileE
14CEntityFactoryI18CPointEntityFinderE
14CEntityFactoryI18CPropBreakableWallE
14CEntityFactoryI18CPropHealthCabinetE
14CEntityFactoryI18CRagdollConstraintE
14CEntityFactoryI18CScriptTriggerHurtE
14CEntityFactoryI18CScriptTriggerOnceE
14CEntityFactoryI18CScriptTriggerPushE
14CEntityFactoryI18CSimplePhysicsPropE
14CEntityFactoryI18CSpitterProjectileE
14CEntityFactoryI18CTerrorMeleeWeaponE
14CEntityFactoryI18CTriggerAutoCrouchE
14CEntityFactoryI18CTriggerSoundscapeE
14CEntityFactoryI18CTriggerToggleSaveE
14CEntityFactoryI18CUpgradeLaserSightE
14CEntityFactoryI18CWeapongascanSpawnE
14CEntityFactoryI18CWeaponpistolSpawnE
14CEntityFactoryI19CAI_ChangeHintGroupE
14CEntityFactoryI19CEnvSoundscapeProxyE
14CEntityFactoryI19CFuncLadderEndPointE
14CEntityFactoryI19CFuncNavObstructionE
14CEntityFactoryI19CInfoGameEventProxyE
14CEntityFactoryI19CInfoLadderDismountE
14CEntityFactoryI19CInfoParticleTargetE
14CEntityFactoryI19CInfoViewParametersE
14CEntityFactoryI19CLogicCollisionPairE
14CEntityFactoryI19CLogicDirectorQueryE
14CEntityFactoryI19CMomentaryRotButtonE
14CEntityFactoryI19CPhysBoxMultiplayerE
14CEntityFactoryI19CPipeBombProjectileE
14CEntityFactoryI19CPointClientCommandE
14CEntityFactoryI19CPointDevShotCameraE
14CEntityFactoryI19CPointPropUseTargetE
14CEntityFactoryI19CPointServerCommandE
14CEntityFactoryI19CScriptVPhysicsClipE
14CEntityFactoryI19CSimplePhysicsBrushE
14CEntityFactoryI19CSurvivorDeathModelE
14CEntityFactoryI19CVomitJarProjectileE
14CEntityFactoryI19CWeaponmolotovSpawnE
14CEntityFactoryI19CWeaponsmg_mp5SpawnE
14CEntityFactoryI19FilterInfectedClassE
14CEntityFactoryI20CEntityParticleTrailE
14CEntityFactoryI20CEnvDetailControllerE
14CEntityFactoryI20CEnvProjectedTextureE
14CEntityFactoryI20CFuncReflectiveGlassE
14CEntityFactoryI20CInfoOverlayAccessorE
14CEntityFactoryI20CLogicActiveAutosaveE
14CEntityFactoryI20CLogicCompareIntegerE
14CEntityFactoryI20CPhysSlideConstraintE
14CEntityFactoryI20CPhysicsEntitySolverE
14CEntityFactoryI20CPointCommentaryNodeE
14CEntityFactoryI20CPointScriptTemplateE
14CEntityFactoryI20CRagdollPropAttachedE
14CEntityFactoryI20CTargetChangeGravityE
14CEntityFactoryI20CTransitioningPlayerE
14CEntityFactoryI20CWC_UpdateIgnoreListE
14CEntityFactoryI20CWeaponChainsawSpawnE
14CEntityFactoryI20CWeaponvomitjarSpawnE
14CEntityFactoryI20ParticleSmokeGrenadeE
14CEntityFactoryI21CEnvTonemapControllerE
14CEntityFactoryI21CFuncAreaPortalWindowE
14CEntityFactoryI21CInstancedSceneEntityE
14CEntityFactoryI21CLogicMeasureMovementE
14CEntityFactoryI21CPhysConstraintSystemE
14CEntityFactoryI21CPointProximitySensorE
14CEntityFactoryI21CPointScriptUseTargetE
14CEntityFactoryI21CPrecipitationBlockerE
14CEntityFactoryI21CPropVehicleDriveableE
14CEntityFactoryI21CServerRagdollTriggerE
14CEntityFactoryI21CTerrorGameRulesProxyE
14CEntityFactoryI21CTerrorPlayerResourceE
14CEntityFactoryI21CUpgradeAmmoExplosiveE
14CEntityFactoryI21CWeaponHEGrenadeSpawnE
14CEntityFactoryI21CWeaponRifle_M60SpawnE
14CEntityFactoryI21CWeaponpipe_bombSpawnE
14CEntityFactoryI22CColorCorrectionVolumeE
14CEntityFactoryI22CInfoGoalInfectedChaseE
14CEntityFactoryI22CMaterialModifyControlE
14CEntityFactoryI22CPointGamestatsCounterE
14CEntityFactoryI22CPostProcessControllerE
14CEntityFactoryI22CScriptTriggerMultipleE
14CEntityFactoryI22CTeamVehicleSpawnPointE
14CEntityFactoryI22CTriggerPlayerMovementE
14CEntityFactoryI22CTriggerVPhysicsMotionE
14CEntityFactoryI22CUpgradeAmmoIncendiaryE
14CEntityFactoryI22CWeaponadrenalineSpawnE
14CEntityFactoryI22CWeaponpain_pillsSpawnE
14CEntityFactoryI22CWeaponrifle_ak47SpawnE
14CEntityFactoryI22CWeaponsniper_awpSpawnE
14CEntityFactoryI23CCommentaryViewPositionE
14CEntityFactoryI23CFuncNavAttributeRegionE
14CEntityFactoryI23CFuncPlayerInfectedClipE
14CEntityFactoryI23CPhysicsPropRespawnableE
14CEntityFactoryI23CPlayerPickupControllerE
14CEntityFactoryI23CPointBonusMapsAccessorE
14CEntityFactoryI23CWeaponautoshotgunSpawnE
14CEntityFactoryI23CWeaponpumpshotgunSpawnE
14CEntityFactoryI23CWeaponrifle_sg552SpawnE
14CEntityFactoryI24CCommentaryZombieSpawnerE
14CEntityFactoryI24CEnvPlayerSurfaceTriggerE
14CEntityFactoryI24CEventQueueSaveLoadProxyE
14CEntityFactoryI24CScavengeProgressDisplayE
14CEntityFactoryI24CWeaponScavengeItemSpawnE
14CEntityFactoryI24CWeaponSpawnConfigurableE
14CEntityFactoryI24CWeaponrifle_desertSpawnE
14CEntityFactoryI24CWeaponshotgun_spasSpawnE
14CEntityFactoryI24CWeaponsmg_silencedSpawnE
14CEntityFactoryI24CWeaponsniper_scoutSpawnE
14CEntityFactoryI25CEnvAirStrikeIndoorEffectE
14CEntityFactoryI25CEnvSoundscapeTriggerableE
14CEntityFactoryI25CFuncNavConnectionBlockerE
14CEntityFactoryI25CInfoInstructorHintTargetE
14CEntityFactoryI25CItemUpgradePackExplosiveE
14CEntityFactoryI25CScriptNavAttributeRegionE
14CEntityFactoryI25CTriggerCameraMultiplayerE
14CEntityFactoryI25CTriggerUpgradeLaserSightE
14CEntityFactoryI25CWeapondefibrillatorSpawnE
14CEntityFactoryI25CWeaponfirst_aid_kitSpawnE
14CEntityFactoryI25CWeaponhunting_rifleSpawnE
14CEntityFactoryI25CWeaponpistol_magnumSpawnE
14CEntityFactoryI26CEnvAirStrikeOutdoorEffectE
14CEntityFactoryI26CItemUpgradePackIncendiaryE
14CEntityFactoryI26CPointPlayerMoveConstraintE
14CEntityFactoryI26CPropDoorRotatingBreakableE
14CEntityFactoryI26CTriggerActiveWeaponDetectE
14CEntityFactoryI26CWeaponshotgun_chromeSpawnE
14CEntityFactoryI27CGrenadeLauncher_ProjectileE
14CEntityFactoryI27CParticlePerformanceMonitorE
14CEntityFactoryI27CPropDoorRotatingCheckpointE
14CEntityFactoryI27CWeaponsniper_militarySpawnE
14CEntityFactoryI28CFuncPlayerGhostInfectedClipE
14CEntityFactoryI28CPointBroadcastClientCommandE
14CEntityFactoryI28CWeaponGrenade_LauncherSpawnE
14CEntityFactoryI29CTest_ProxyToggle_NetworkableE
14CEntityFactoryI33CWeaponupgradepack_explosiveSpawnE
14CEntityFactoryI34CWeaponupgradepack_incendiarySpawnE
14CEntityFactoryI4CGibE
14CEntityFactoryI4CSunE
14CEntityFactoryI4TankE
14CEntityFactoryI5CBeamE
14CEntityFactoryI5CFireE
14CEntityFactoryI5CFishE
14CEntityFactoryI5CLeapE
14CEntityFactoryI5CTeamE
14CEntityFactoryI5WitchE
14CEntityFactoryI6BoomerE
14CEntityFactoryI6CBloodE
14CEntityFactoryI6CDecalE
14CEntityFactoryI6CGnomeE
14CEntityFactoryI6CLightE
14CEntityFactoryI6CLungeE
14CEntityFactoryI6CThrowE
14CEntityFactoryI6CVomitE
14CEntityFactoryI6CWorldE
14CEntityFactoryI6HunterE
14CEntityFactoryI6JockeyE
14CEntityFactoryI6SmokerE
14CEntityFactoryI7CCSTeamE
14CEntityFactoryI7CChargeE
14CEntityFactoryI7CEmbersE
14CEntityFactoryI7CGameUIE
14CEntityFactoryI7CGasCanE
14CEntityFactoryI7CPistolE
14CEntityFactoryI7CPlasmaE
14CEntityFactoryI7CRagGibE
14CEntityFactoryI7CShowerE
14CEntityFactoryI7CSpriteE
14CEntityFactoryI7CTongueE
14CEntityFactoryI7ChargerE
14CEntityFactoryI7SpitterE
14CEntityFactoryI8CAISoundE
14CEntityFactoryI8CCarPropE
14CEntityFactoryI8CEnvBeamE
14CEntityFactoryI8CEnvFadeE
14CEntityFactoryI8CEnvTiltE
14CEntityFactoryI8CEnvWindE
14CEntityFactoryI8CEnvZoomE
14CEntityFactoryI8CGameEndE
14CEntityFactoryI8CInfernoE
14CEntityFactoryI8CMapInfoE
14CEntityFactoryI8CMessageE
14CEntityFactoryI8CMolotovE
14CEntityFactoryI8CPhysBoxE
14CEntityFactoryI8CRotDoorE
14CEntityFactoryI8CSMG_MP5E
14CEntityFactoryI8InfectedE
14CEntityFactoryI9CBaseDoorE
14CEntityFactoryI9CBaseFlexE
14CEntityFactoryI9CBubblingE
14CEntityFactoryI9CChainsawE
14CEntityFactoryI9CEnvLaserE
14CEntityFactoryI9CEnvLightE
14CEntityFactoryI9CEnvShakeE
14CEntityFactoryI9CEnvSparkE
14CEntityFactoryI9CFishPoolE
14CEntityFactoryI9CFuncPlatE
14CEntityFactoryI9CFuncWallE
14CEntityFactoryI9CFunc_LODE
14CEntityFactoryI9CGameTextE
14CEntityFactoryI9CItemSodaE
14CEntityFactoryI9CPipeBombE
14CEntityFactoryI9CPushableE
14CEntityFactoryI9CSoundEntE
14CEntityFactoryI9CSprayCanE
14CEntityFactoryI9CSteamJetE
14CEntityFactoryI9CTankClawE
14CEntityFactoryI9CTankRockE
14CEntityFactoryI9DustTrailE
14CEnvFireSensor
14CEnvFireSource
14CEnvMicrophone
14CEnvSoundscape
14CEnvWeaponfire
14CEnvWindShared
14CFilterContext
14CFinaleTrigger
14CFireworkCrate
14CFlexExpresser
14CFogController
14CFuncTankTrain
14CFuncTimescale
14CFuncTrackAuto
14CGameTimescale
14CItem_VomitJar
14CLogicAutosave
14CLogicalEntity
14CMapInfoVersus
14CMessageEntity
14CParticleLight
14CPhysExplosion
14CPhysicsSpring
14CPointTeleport
14CPointTemplate
14CPrecipitation
14CRagdollBoogie
14CRagdollMagnet
14CServerGameDLL
14CShadowControl
14CSoundMixLayer
14CSubMachinegun
14CTEBloodSprite
14CTEBloodStream
14CTEBubbleTrail
14CTELargeFunnel
14CTEMetalSparks
14CTEMuzzleFlash
14CTEPhysicsProp
14CTEPlayerDecal
14CTESpriteSpray
14CTeamplayRules
14CTempEntTester
14CTemplatesHook
14CTestTraceline
14CTextureToggle
14CTonemapSystem
14CTriggerCamera
14CTriggerEscape
14CTriggerImpact
14CTriggerRemove
14CTriggerVolume
14CVomitParticle
14ChargerAssault
14ConCommandBase
14CountdownTimer
14EnsureTeamSize
14HunterBehavior
14IBaseCacheInfo
14IBaseInterface
14IBotController
14IEntityFactory
14IPlayerFunctor
14IServerGameDLL
14IServerUnknown
14IServerVehicle
14InfectedAttack
14InfectedShoved
14InfectedWander
14JockeyBehavior
14MovieExplosion
14NextBotManager
14PlayerReporter
14SavedTerrorGun
14SmokerBehavior
14SmokerPathCost
14SpitterAssault
14SporeExplosion
14SurvivorAttack
14SurvivorVision
14TankLocomotion
14WitchIntention
14vehicle_gear_t
15.0f
1500
153 153 153 255
15BoomerIntention
15CAchievementMgr
15CAmbientGeneric
15CAutoGameSystem
15CBaseEntityList
15CBaseGameSystem
15CBaseTempEntity
15CCSGameMovement
15CCSHLTVDirector
15CCollisionEvent
15CCommentaryAuto
15CEnvEntityMaker
15CEnvMuzzleFlash
15CFilterMultiple
15CFuelBarrelProp
15CFuncMoveLinear
15CFuncNavBlocker
15CFuncTrackTrain
15CFuncWallToggle
15CFunc_DustCloud
15CFunc_DustMotes
15CGameGibManager
15CGamePlayerTeam
15CGamePlayerZone
15CGameRulesProxy
15CGameStringPool
15CGrabController
15CInfoMassCenter
15CInfoRemarkable
15CLogicGameEvent
15CMathColorBlend
15CMemberFunctor0IP14IPhysicsObjectMS0_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor0IP18CParallelProcessorI24QueryCacheUpdateRecord_t21CFuncJobItemProcessorIS1_ELi1EEMS4_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor0IP18CParallelProcessorIP8CNavArea21CFuncJobItemProcessorIS2_ELi1EEMS5_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor0IP23IPhysicsConstraintGroupMS0_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor1IP14IPhysicsObjectMS0_FvbEb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor3IP14CBreakablePropMS0_FvRK6VectorS4_RK6QAngleES2_S2_S5_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMoveableCamera
15CMultiplayRules
15CParticleSystem
15CPhysBallSocket
15CPhysConstraint
15CPlayerResource
15CPointSpotlight
15CPoseController
15CProjectedDecal
15CPropMountedGun
15CRagdollManager
15CResponseSystem
15CServerGameEnts
15CServerGameTags
15CShotgun_Chrome
15CSpriteOriented
15CSurvivorCamera
15CSurvivorRescue
15CTEBeamEntPoint
15CTEDynamicLight
15CTEEnergySplash
15CTeamSpawnPoint
15CTempEntsSystem
15CTerrorEventLog
15CTonemapTrigger
15CTraceFilterLOS
15CTriggerCDAudio
15CTriggerGravity
15CUpgradeSpawner
15CUseTraceFilter
15CVoteController
15CWeaponsmgSpawn
15ChargerBehavior
15DirectChasePath
15HunterIntention
15IAchievementMgr
15IEntityListener
15IResponseFilter
15IResponseSystem
15ISaveRestoreOps
15IServerGameEnts
15IServerGameTags
15ITempEntsSystem
15InfectedBlinded
15InfectedLieDown
15InfectedSitDown
15InfoChangelevel
15JockeyIntention
15SmokerIntention
15SpitterBehavior
15WitchExecAction
15WitchLocomotion
15ZombieBotVision
15vehiclesounds_t
16.0
1600
16384
16BoomerLocomotion
16CAI_ChangeTarget
16CActivityDataOps
16CBaseAutoShotgun
16CBaseSniperRifle
16CBaseTerrorIssue
16CBaseUpgradeItem
16CColorCorrection
16CCommentaryDummy
16CDataManagerBase
16CDeathFallCamera
16CDefaultAccessor
16CEntityClassListI10CSkyCameraE
16CEntityClassListI17CPhysicsNPCSolverE
16CEntitySaveUtils
16CEnvRockLauncher
16CEnvScreenEffect
16CFuelBarrelPiece
16CFuncIllusionary
16CFuncSmokeVolume
16CFuncTrackChange
16CFuncVehicleClip
16CGamePlayerEquip
16CGrenadeLauncher
16CInfoZombieSpawn
16CItem_Adrenaline
16CLogicBranchList
16CLogicNavigation
16CMeleeWeaponInfo
16CMotorController
16CPathCornerCrash
16CPlayerLocalData
16CPrecacheHandler
16CPushBlockerEnum
16CRecipientFilter
16CRuleBrushEntity
16CRulePointEntity
16CServerBenchmark
16CSimThinkManager
16CSniper_Military
16CTEArmorRicochet
16CTEBeamRingPoint
16CTerrorGameRules
16CTerrorViewModel
16CTraceFilterDoor
16CTriggerCallback
16CTriggerMultiple
16CTriggerTeleport
16CWaterLODControl
16CWeaponAmmoSpawn
16CWeaponCSBaseGun
16CWeaponLOSFilter
16CWeaponSpawnEnum
16ChargeTargetScanI13CTerrorPlayerE
16ChargerIntention
16FileWeaponInfo_t
16FilterDamageType
16HunterLocomotion
16ICommandCallback
16IContextualQuery
16IDrivableVehicle
16IEntitySaveUtils
16IMapEntityFilter
16IMatchEventsSink
16IPositionWatcher
16IPrecacheHandler
16IRecipientFilter
16IServerBenchmark
16IVPhysicsWatcher
16IWatcherCallback
16InfectedBehavior
16InfectedPathCost
16JockeyLocomotion
16PlayerLocomotion
16SavedPropPhysics
16SavedWeaponSpawn
16SmokerLocomotion
16SpitterIntention
16SurvivorBehavior
16SurvivorGiveItem
16SurvivorHealSelf
16SurvivorLegsWait
16TongueTargetScanI13CTerrorPlayerE
1700
1700.0
17CAI_ExpresserHostI11CBasePlayerE
17CAI_ExpresserHostI18CFlexExpresserShimE
17CAI_ExpresserSink
17CAimTargetManager
17CAmbientMobMarker
17CBaseBackpackItem
17CBaseCombatWeapon
17CBaseMoveBehavior
17CCSGameRulesProxy
17CChoreoStringPool
17CCommentarySystem
17CConstraintAnchor
17CEntityListSystem
17CEnvDOFController
17CEnvEffectsScript
17CEnvEntityIgniter
17CEnvQuadraticBeam
17CEnvScreenOverlay
17CFireCrackerBlast
17CFuncExtinguisher
17CFuncRagdollFader
17CFuncSimpleLadder
17CFuncVPhysicsClip
17CGlobalEntityList
17CIKSaveRestoreOps
17CInfectedZooMaker
17CInfoIntermission
17CInfoItemPosition
17CMVPAwardTemplate
17CModelSoundsCache
17CMoveHelperServer
17CMovementSpeedMod
17CPhysicsCannister
17CPhysicsGameTrace
17CPhysicsNPCSolver
17CPluginBotManager
17CPointAngleSensor
17CPrecacheRegister
17CPropDoorRotating
17CRestartGameIssue
17CSceneListManager
17CScriptBaseButton
17CScriptNavBlocker
17CServerDemoSystem
17CServerOnlyEntity
17CSlideshowDisplay
17CSmokeCloudSystem
17CSolidSetDefaults
17CSoundscapeSystem
17CSurvivorPosition
17CTEEffectDispatch
17CTEFootprintDecal
17CTEFoundryHelpers
17CTEGaussExplosion
17CTEParticleSystem
17CTEProjectedDecal
17CTEShatterSurface
17CTankTargetChange
17CTargetCDAudioRep
17CTerrorWeaponInfo
17CThrustController
17CTraceFilterChain
17CTraceFilterMelee
17CTriggerProximity
17CUtlSymbolDataOps
17CUtlVectorDataOpsI10CUtlVectorI10template_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI11thinkfunc_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14CPassengerInfo10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14Relationship_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14globalentity_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14physfollower_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14vehicle_gear_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI15CAnimationLayer10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI17ResponseContext_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI17modifiedconvars_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI19magnetted_objects_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI20vehicle_crashsound_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI24AIChannelScheduleState_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI24SaveRestoreBlockHeader_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CBaseEntityE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CBasePlayerE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CVGuiScreenE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI12CSceneEntityE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI17CSceneListManagerE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI5CFishE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI9CBaseFlexE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorIP11CBaseEntity10CUtlMemoryIS2_iEELi12EE
17CUtlVectorDataOpsI10CUtlVectorIi10CUtlMemoryIiiEELi5EE
17CWeaponMeleeSpawn
17CWeaponrifleSpawn
17ChargerLocomotion
17FilterMeleeDamage
17HunterLeapToCover
17IChoreoStringPool
17IEntityEnumerator
17IEntityFindFilter
17INextBotComponent
17IPhysicsGameTrace
17IPredictionSystem
17IRotorWashShooter
17IServerDemoSystem
17InfectedChasePath
17InfectedIntention
17SpitterLocomotion
17SurvivorCloseDoor
17SurvivorIntention
17SurvivorTakePills
17SurvivorUseObject
17fogplayerparams_t
1800
18BoomerSelfDestruct
18CBaseMountedWeapon
18CBaseServerVehicle
18CBotDoorEnumerator
18CCarriedPropWeapon
18CCollisionProperty
18CDefSaveRestoreOps
18CDirectorComponent
18CEnableMotionFixup
18CEnvInstructorHint
18CEnvParticleScript
18CEnvPhysicsBlocker
18CEventsSaveDataOps
18CFilterMassGreater
18CFlexExpresserShim
18CFuncTrainControls
18CGameEventListener
18CGameWeaponManager
18CGenericFlexCycler
18CHeroAwardTemplate
18CInfectedZooPuppet
18CInfoElevatorFloor
18CItemDefibrillator
18CL4D1SurvivorSpawn
18CLogicLineToEntity
18CMolotovProjectile
18CPlayerInfoManager
18CPointEntityFinder
18CPostProcessSystem
18CPrecacheOtherList
18CPropBreakableWall
18CRagdollConstraint
18CScriptTriggerHurt
18CScriptTriggerOnce
18CScriptTriggerPush
18CServerGameClients
18CSimplePhysicsProp
18CSpitterProjectile
18CSurvivorGroupInfo
18CTEPlayerAnimEvent
18CTerrorMeleeWeapon
18CTraceFilterEntity
18CTraceFilterSimple
18CTraceFilterTongue
18CTriggerAutoCrouch
18CTriggerSoundscape
18CTriggerToggleSave
18CUpgradeLaserSight
18CUtlCachedFileDataI17CModelSoundsCacheE
18CVScriptGameSystem
18CVisibilityMonitor
18CWeapongascanSpawn
18CWeaponpistolSpawn
18CheckpointDoorScan
18ICurveDataAccessor
18IPlayerInfoManager
18IResourcePrecacher
18IServerGameClients
18IServerNetworkable
18InfectedAmbientMob
18InfectedExecAction
18InfectedLeanOnWall
18InfectedStandDazed
18JockeyRidePathCost
18SmokerTongueVictim
18SurvivorEscapeSpit
18SurvivorHealFriend
18SurvivorLegsMoveOn
18SurvivorLocomotion
19BoomerVomitOnVictim
19BossZombiePlayerBot
19CAI_ChangeHintGroup
19CBaseParticleEntity
19CBulletsTraceFilter
19CChangeAllTalkIssue
19CChangeChapterIssue
19CChangeMissionIssue
19CCombatCharVisCache
19CDecalEmitterSystem
19CDirectorMusicBanks
19CDirectorVersusMode
19CEntityTouchManager
19CEnvSoundscapeProxy
19CFlexAnimationTrack
19CFuncAreaPortalBase
19CFuncLadderEndPoint
19CFuncNavObstruction
19CGreedAwardTemplate
19CInfoGameEventProxy
19CInfoLadderDismount
19CInfoParticleTarget
19CInfoViewParameters
19CLogicCollisionPair
19CLogicDirectorQuery
19CMomentaryRotButton
19CParryAwardTemplate
19CPhysBoxMultiplayer
19CPipeBombProjectile
19CPluginHelpersCheck
19CPointClientCommand
19CPointDevShotCamera
19CPointPropUseTarget
19CPointServerCommand
19CPredictedViewModel
19CPushAwayEnumerator
19CReturnToLobbyIssue
19CScriptVPhysicsClip
19CSimplePhysicsBrush
19CSoundControllerImp
19CSoundEmitterSystem
19CSurvivorDeathModel
19CTEClientProjectile
19CTraceFilterPhysics
19CUtlNoEscConversion
19CVariantSaveDataOps
19CVoiceGameMgrHelper
19CVomitJarProjectile
19CWeaponmolotovSpawn
19CWeaponsmg_mp5Spawn
19FilterInfectedClass
19HunterLungeAtVictim
19IDecalEmitterSystem
19IGameEventListener2
19IGameSystemPerFrame
19IMultiplayerPhysics
19INextBotPlayerInput
19IPhysics2ActorArray
19IPhysicsObjectEvent
19IPluginHelpersCheck
19IVPhysicsKeyHandler
19IVoiceGameMgrHelper
19SpitterWaitInAmbush
19SurvivorLegsRegroup
19SurvivorLegsRetreat
19ZombieBotLocomotion
1: Shows a line following bullet path. Blue on client, red on server. (They should always match.) 2:Show autoaim candidates.
1: Tint colors will loop across model variations in a row, 0: will use sv_zoo_tint_clr
1=L4D1 Survivors, 2=L4D2 Survivors
1_7e
1c7e
1fff.
1ffffff.
2) Blue : %i
2) Green: %i
2) Red  : %i
2.0f
20.0
200.0
200.0f
2000
2000.0
200000
2000000
20BoomerRetreatToCover
20CAmbushAwardTemplate
20CBaseCombatCharacter
20CBaseEntityClassList
20CBaseVPhysicsTrigger
20CCopyRecipientFilter
20CDamageCutoutManager
20CDirectorItemManager
20CEntityParticleTrail
20CEnvDetailController
20CEnvProjectedTexture
20CFlaggedEntitiesEnum
20CFuncReflectiveGlass
20CGotchaAwardTemplate
20CHurdleAwardTemplate
20CInfoOverlayAccessor
20CItemBaseUpgradePack
20CLogicActiveAutosave
20CLogicCompareInteger
20CMapLoadEntityFilter
20CModelPrecacheSystem
20CMurderAwardTemplate
20CNavAreaCriticalData
20CParticleSystemQuery
20CPhysSlideConstraint
20CPhysics2SingleActor
20CPhysicsEntitySolver
20CPointCommentaryNode
20CPointScriptTemplate
20CPounceAwardTemplate
20CRagdollPropAttached
20CRefCountServiceBaseILb1E6CRefMTE
20CSaveRestoreBlockSet
20CSaviorAwardTemplate
20CSceneFindMarkFilter
20CScenePrecacheSystem
20CSceneTokenProcessor
20CSniperAwardTemplate
20CTargetChangeGravity
20CTerrorAmmoDefSystem
20CTerrorUsePushFilter
20CToolFrameworkServer
20CTraceFilterPushMove
20CTraceFilterSkipNPCs
20CTraceFilterSkipTeam
20CTransitioningPlayer
20CVehicleSoundsParser
20CWC_UpdateIgnoreList
20CWeaponChainsawSpawn
20CWeaponvomitjarSpawn
20IChoreoEventCallback
20INPCPassengerCarrier
20INextBotEntityFilter
20IParticleSystemQuery
20IPartitionEnumerator
20ISaveRestoreBlockSet
20ISceneTokenProcessor
20ITerrorPlayerFunctor
20IToolFrameworkServer
20L4D1SurvivorBehavior
20ParticleSmokeGrenade
20PressFireButtonReply
20SmokerRetreatToCover
20SpitterPrepareAmbush
20SurvivorAmbushBoomer
20SurvivorElevatorRide
20SurvivorEscapeFlames
20SurvivorLegsApproach
20SurvivorReviveFriend
20WitchKillIncapVictim
20WitchSlashEnumerator
20vehicle_crashsound_t
2160
21CBaseAnimatingOverlay
21CBaseGameStats_Driver
21CBreakModelsPrecached
21CClawHitAwardTemplate
21CEnvTonemapController
21CFlexSceneFileManager
21CFuncAreaPortalWindow
21CInstancedSceneEntity
21CLogicMeasureMovement
21CMeleeWeaponInfoStore
21CPASAttenuationFilter
21CPhysConstraintEvents
21CPhysConstraintSystem
21CPointProximitySensor
21CPointScriptUseTarget
21CPrecipitationBlocker
21CPropVehicleDriveable
21CRagdollLRURetirement
21CRemarkableEntityList
21CRescuerAwardTemplate
21CResponseQueueManager
21CServerRagdollTrigger
21CSharedVarSaveDataOps
21CSharingAwardTemplate
21CTerrorGameRulesProxy
21CTerrorPlayerResource
21CTraceFilterPushFinal
21CTraceFilterWorldOnly
21CTriggerWeaponUpgrade
21CUpgradeAmmoExplosive
21CUtlCStringConversion
21CWeaponHEGrenadeSpawn
21CWeaponRifle_M60Spawn
21CWeaponpipe_bombSpawn
21ChargerChargeAtVictim
21IKeyValuesDumpContext
21INavAvoidanceObstacle
21IPlayerPickupVPhysics
21IPositionInterpolator
21IScriptInstanceHelper
21InfectedChangePosture
21InfectedStaggerAround
21SavedMeleeWeaponSpawn
21SurvivorBotUseOnReply
21SurvivorCollectObject
21SurvivorDebugApproach
21SurvivorDispatchEnemy
21SurvivorElevatorEnter
21SurvivorLegsStayClose
21TargetScanNotOccludedI13CTerrorPlayerE
2200
2250
22CAchievementMsgHandler
22CBaseMultiplayerPlayer
22CBaseResourcePrecacher
22CChangeDifficultyIssue
22CColorCorrectionSystem
22CColorCorrectionVolume
22CDefaultResponseSystem
22CDoomsdayAwardTemplate
22CHulkRockAwardTemplate
22CInfoGoalInfectedChase
22CMaterialModifyControl
22CModelSoundsCacheSaver
22CMostHitsAwardTemplate
22CMultiplayer_Expresser
22CPhysObjSaveRestoreOps
22CPhysicsPlayerCallback
22CPhysicsPushedEntities
22CPointGamestatsCounter
22CPostProcessController
22CRespawnEntitiesFilter
22CScriptTriggerMultiple
22CServerNetworkProperty
22CServerOnlyPointEntity
22CTeamVehicleSpawnPoint
22CToughGuyAwardTemplate
22CTraceFilterSimpleList
22CTraceFilterViewOffset
22CTriggerPlayerMovement
22CTriggerVPhysicsMotion
22CUpgradeAmmoIncendiary
22CVomitHitAwardTemplate
22CWeaponadrenalineSpawn
22CWeaponpain_pillsSpawn
22CWeaponrifle_ak47Spawn
22CWeaponsniper_awpSpawn
22CWhiplashAwardTemplate
22ChargerReturnToNavMesh
22IBreakableWithPropData
22IEventRegisterCallback
22INextBotEventResponder
22IParentPropInteraction
22IPhysicsCollisionEvent
22NextBotCombatCharacter
22SavedTerrorMeleeWeapon
22SurvivorDislodgeVictim
2350
23CAutoGameSystemPerFrame
23CBaseGameSystemPerFrame
23CClassPtrSaveRestoreOps
23CCommentaryViewPosition
23CDataObjectAccessSystem
23CDirectorSessionManager
23CEntityDataInstantiatorI10ModelScaleE
23CEntityDataInstantiatorI11touchlink_tE
23CEntityDataInstantiatorI12CWatcherListE
23CEntityDataInstantiatorI12groundlink_tE
23CEntityDataInstantiatorI17physicspushlist_tE
23CEntityDataInstantiatorI18StepSimulationDataE
23CEntityDataInstantiatorI18vphysicsupdateai_tE
23CExplosionAwardTemplate
23CForgetfulAwardTemplate
23CFourWheelServerVehicle
23CFuncNavAttributeRegion
23CFuncPlayerInfectedClip
23CGameDLL_ConVarAccessor
23CGrenadierAwardTemplate
23CHitAndRunAwardTemplate
23CHulkPunchAwardTemplate
23CInfectedAnimationLayer
23CKnockdownAwardTemplate
23CLagCompensationManager
23CLeft4DeadAwardTemplate
23CPhysicsPropRespawnable
23CPointBonusMapsAccessor
23CPointTemplatePrecacher
23CProtectorAwardTemplate
23CTraceFilterPlayersNPCs
23CVomitStopAwardTemplate
23CWeaponautoshotgunSpawn
23CWeaponpumpshotgunSpawn
23CWeaponrifle_sg552Spawn
23HulkSmashableEnumerator
23IConCommandBaseAccessor
23IEntityDataInstantiator
23ILagCompensationManager
23IPartitionQueryCallback
23IPhysSaveRestoreManager
23IPhysicsCollisionSolver
23IPhysicsConstraintEvent
23PressAltFireButtonReply
23SurvivorApproachMinigun
23SurvivorBotMeleeOnReply
23SurvivorLegsCoverOrphan
2400
24CBaseCSGrenadeProjectile
24CChildOperatorDefinition
24CCommentaryZombieSpawner
24CConceptHistoriesDataOps
24CConstantForceController
24CEntityFactoryDictionary
24CEnvPlayerSurfaceTrigger
24CEventQueueSaveLoadProxy
24CFallCauserAwardTemplate
24CHeadhunterAwardTemplate
24CHulkSlayerAwardTemplate
24CInstancedResponseSystem
24CItSurvivorAwardTemplate
24CLeftBehindAwardTemplate
24CScavengeProgressDisplay
24CScriptFunctionCriterion
24CSkeetShootAwardTemplate
24CSoundEnvelopeController
24CTEKillPlayerAttachments
24CTraceFilterEntitiesOnly
24CTraceFilterIgnoreActors
24CWeaponScavengeItemSpawn
24CWeaponSpawnConfigurable
24CWeaponrifle_desertSpawn
24CWeaponshotgun_spasSpawn
24CWeaponsmg_silencedSpawn
24CWeaponsniper_scoutSpawn
24IEntityFactoryDictionary
24ISaveRestoreBlockHandler
24InfectedStandingActivity
24NextBotVisionTraceFilter
24SurvivorBotAttackOnReply
250.0
2500
255 255 200 96
255 255 255 255
25CAI_ExpresserWithFollowup
25CAbandonmentAwardTemplate
25CBoomerComboAwardTemplate
25CBroadcastRecipientFilter
25CDarkMissionAwardTemplate
25CEnvAirStrikeIndoorEffect
25CEnvSoundscapeTriggerable
25CEveryoneExceptUserFilter
25CFuncNavConnectionBlocker
25CHelpingHandAwardTemplate
25CHulkPhysicsAwardTemplate
25CHulkShutOutAwardTemplate
25CInfoInstructorHintTarget
25CItemUpgradePackExplosive
25CNoSurvivorsAwardTemplate
25CPerfectTeamAwardTemplate
25CRedecoratorAwardTemplate
25CScenarioWinAwardTemplate
25CScriptNavAttributeRegion
25CSoundPatchSaveRestoreOps
25CThinkContextsSaveDataOps
25CTongueChokeAwardTemplate
25CTraceFilterIgnoreWeapons
25CTraceFilterSkipClassname
25CTraceFilterValidForDecal
25CTriggerCameraMultiplayer
25CTriggerUpgradeLaserSight
25CVScriptGameEventListener
25CWeapondefibrillatorSpawn
25CWeaponfirst_aid_kitSpawn
25CWeaponhunting_rifleSpawn
25CWeaponpistol_magnumSpawn
25CWitchSlayerAwardTemplate
25EntityParticleTrailInfo_t
25L4D1SurvivorMinigunAttack
25SurvivorCheckpointLeaving
25SurvivorCheckpointReached
25SurvivorGivePillsToFriend
25TraceFilterIgnoreInfected
26CEnvAirStrikeOutdoorEffect
26CFriendlyFireAwardTemplate
26CGoodTeammateAwardTemplate
26CHitEverybodyAwardTemplate
26CItemUpgradePackIncendiary
26CNarrowEscapeAwardTemplate
26CPointPlayerMoveConstraint
26CPropDoorRotatingBreakable
26CReviveFriendAwardTemplate
26CServerDLLSharedAppSystems
26CSharpshooterAwardTemplate
26CSingleUserRecipientFilter
26CStringTableSaveRestoreOps
26CSurvivorKillAwardTemplate
26CTraceFilterGroundEntities
26CTraceFilterNoNPCsOrPlayer
26CTraceFilterPlayerMovement
26CTriggerActiveWeaponDetect
26CWeaponExpertAwardTemplate
26CWeaponshotgun_chromeSpawn
26ICommandCompletionCallback
26IResponseRulesWeaponSource
26IServerDLLSharedAppSystems
26InfectedAmbientMobPathCost
26SmokerMoveToAttackPosition
26SurvivorAttractAndGiveItem
26SurvivorAttractForItemGive
26SurvivorEscapeLadderAmbush
26SurvivorLegsBattleStations
2750
27CBoomerBlunderAwardTemplate
27CDefSaveRestoreBlockHandler
27CDefaultParticleSystemQuery
27CEarlyMourningAwardTemplate
27CGrenadeExpertAwardTemplate
27CGrenadeLauncher_Projectile
27CParticlePerformanceMonitor
27CPropDoorRotatingCheckpoint
27CSceneFindNearestMarkFilter
27CTerrorAddonsEclipseContent
27CTraceFilterSkipTwoEntities
27CWeaponsniper_militarySpawn
27IKeyValuesDumpContextAsText
27IParticleOperatorDefinition
28CCleanupDefaultRelationShips
28CDefaultPlayerPickupVPhysics
28CFuncPlayerGhostInfectedClip
28CGrenadeBlunderAwardTemplate
28CNavAreaScriptInstanceHelper
28CPhysSaveRestoreBlockHandler
28CPointBroadcastClientCommand
28CPositionInterpolator_Linear
28CSteamWorksGameStatsUploader
28CTraceBulletEntityEnumerator
28CTraceFilterWalkableEntities
28CWeaponGrenade_LauncherSpawn
28NextBotTraceFilterOnlyActors
28SurvivorLegsApproachElevator
29CAbusiveBehaviorAwardTemplate
29CEntFireAutoCompletionFunctor
29CHinderingEscapeAwardTemplate
29CKeyValuesDumpContextAsDevMsg
29CResponseSystemSaveRestoreOps
29CSecurityFailureAwardTemplate
29CTest_ProxyToggle_Networkable
29CTraceFilterAgainstEntityList
29CTraceFilterEntityIgnoreOther
29CTraceFilterOnlyPhysicsDamage
29CWitchHarassmentAwardTemplate
29IPhysicsPlayerControllerEvent
29NextBotTraversableTraceFilter
29ZombieBotCollisionTraceFilter
2ff.
2fff.
30.0
3000
3000.0
300000
30CEntitySaveRestoreBlockHandler
30CNavLadderScriptInstanceHelper
30CPhysics2ActorArraySingleActor
30CSingleUserPlusObserversFilter
30CTraceFilterNoCombatCharacters
30CTraceFilterSimpleListNoGhosts
30L4D1SurvivorLegsBattleStations
30NextBotTraceFilterIgnoreActors
30SurvivorLegsEnterRescueVehicle
30SurvivorLiberateBesiegedFriend
30SurvivorRescueBarricadedFriend
3100
31CBaseEntityScriptInstanceHelper
31CVScriptSaveRestoreBlockHandler
31SurvivorLegsCoverFriendInCombat
32CCheckpointCompleteAwardTemplate
32CDirtySpatialPartitionEntityList
32CPositionInterpolator_CatmullRom
32CTerrorGameRules_MatchEventsSink
32CollectClosestCommonInfectedScan
3300
333333
333?
333?333?
33CReliableBroadcastRecipientFilter
33CTemplate_SaveRestoreBlockHandler
33CTraceFilterIgnoreMoveableObjects
33CWeaponupgradepack_explosiveSpawn
33s?
34CWeaponupgradepack_incendiarySpawn
350.0
3500
35CAchievementSaveRestoreBlockHandler
35CCommentary_SaveRestoreBlockHandler
35CEventQueue_SaveRestoreBlockHandler
35CTraceFilterPlayersNPCsPhysicsProps
360_
36SurvivorLegsMeetRescueVehicleArrival
39CTraceFilterSkipTwoEntitiesAndTeammates
3ff.
3ffffff.
3}S1
40.0
400.0
4000
409s
40CTraceFilterSimpleListNoInfectedOrGhosts
40CTraceFilterSimpleNoInfectedTeamOrGhosts
4200
4500
45CDefaultResponseSystemSaveRestoreBlockHandler
4750
48000
4CJob
4CSun
4Path
4Tank
4^ff.
4fffff.
4jou
50.0
500.0
5000
50000
500000
50cal.fire
5750
5CBeam
5CClaw
5CItem
5CLeap
5CSave
5CTeam
5IBody
5ISave
5Witch
6+FX
6+VX
6.48
60.0
6ActionI11SurvivorBotE
6ActionI4TankE
6ActionI6BoomerE
6ActionI6HunterE
6ActionI6JockeyE
6ActionI6SmokerE
6ActionI7ChargerE
6ActionI7SpitterE
6ActionI8InfectedE
6Boomer
6CBlood
6CDecal
6CGnome
6CLight
6CLunge
6CThrow
6CVomit
6CWorld
6ConVar
6Hunter
6Jockey
6Smoker
7C;Y\f
7CBotCmd
7CCSTeam
7CEmbers
7CGameUI
7CGasCan
7CPistol
7CPlasma
7CRagGib
7CShower
7CSprite
7CTEDust
7CTEFizz
7CTongue
7Charger
7IConVar
7INotify
7IVision
7Spitter
7ffff.
800.0
8000
85uC
85uK
85uN
87u=
8BehaviorI11SurvivorBotE
8BehaviorI4TankE
8BehaviorI6BoomerE
8BehaviorI6HunterE
8BehaviorI6JockeyE
8BehaviorI6SmokerE
8BehaviorI7ChargerE
8BehaviorI7SpitterE
8BehaviorI8InfectedE
8CAISound
8CCarProp
8CEnvBeam
8CEnvFade
8CEnvTilt
8CEnvWind
8CEnvZoom
8CFmtStrNILi1024EE
8CFmtStrNILi128EE
8CFmtStrNILi256EE
8CFmtStrNILi260EE
8CFmtStrNILi32EE
8CFmtStrNILi64EE
8CFmtStrNILi80EE
8CFunctor
8CGameEnd
8CInferno
8CMapInfo
8CMessage
8CMolotov
8CNavArea
8CNavMesh
8CPhysBox
8CRestore
8CRotDoor
8CSMG_MP5
8CTEDecal
8CTESmoke
8CUserCmd
8IEffects
8INextBot
8IRestore
8IVehicle
8Infected
8TankIdle
8ff&?
8fff.
8ffff.
90 0 0
90.0
90000
90t"
90t#
90tB
90ts
91t#
91tF
91u?
92t!
92t\nG
93u\
94\nt\f
94\vt
94\vt\f
97t\v
97u\
99999
999999
9:t\nC
9;t2
9;t\nA
9<2tn
9>t3
9>t7
9>t9
9A$t
9A(t!9A,t%9A0t)9A4u+
9A0u
9A0u"
9A0ue
9A0u{
9A0}
9AXt 
9AXt#
9AXt$
9AXt'
9AXt)
9AXt*
9AXt0
9AXt3
9AXt4
9AXt5
9AXt=
9AXt>
9AXt@
9AXtC
9AXtD
9AXtS
9AXtT
9AXtc
9AXtd
9AXto
9AXt{
9A\fuC
9A|t
9A|t7
9A|t=
9A|t@
9A|tC
9A|tb
9B$t
9B(t
9B,t
9B4t
9B|t
9B|t(
9B|t=
9B|tt
9C0tJ9C$tE9C(t@9C,t;G9
9CBaseDoor
9CBaseFire
9CBaseProp
9CCSPlayer
9CCallbackI13CTerrorPlayer27GSClientAchievementStatus_tLb1EE
9CCallbackI16CTerrorGameRules17GSGameplayStats_tLb1EE
9CCallbackI28CSteamWorksGameStatsUploader24GameStatsSessionClosed_tLb1EE
9CCallbackI28CSteamWorksGameStatsUploader24GameStatsSessionIssued_tLb1EE
9CChainsaw
9CDirector
9CEnvLaser
9CEnvLight
9CEnvShake
9CEnvSpark
9CEventLog
9CFishPool
9CFuncPlat
9CFuncWall
9CFunc_LOD
9CFunctor1IPFvbEb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CFunctor3IPFvP14IPhysicsObjectRK6VectorS4_ES1_S2_S2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CFunctor4IPFP11CBaseEntityS1_S1_bfES1_S1_bf12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CGameText
9CItemSoda
9CPipeBomb
9CPropData
9CPushable
9CRegistry
9CSkipKeys
9CSprayCan
9CSteamJet
9CTEImpact
9CTESparks
9CTESprite
9CTankRock
9ChasePath
9C|t
9C|t 
9C|t+
9C|t/
9C|tt
9D1<tX
9DustTrail
9E\ft
9F$t
9F(t
9F4t
9F<tK
9F@}G
9F\ft
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9F|t!
9F|t)
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9F|t/
9F|t1
9F|t2
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9F|t<
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9F|tP
9F|tY
9F|t_
9G4t"A9
9G<tx
9GLt
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9G|t.
9G|t4
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9G|t6
9G|tp
9G|ts
9H$t
9H(t!9H,t%9H0t)9H4u
9H0u
9HLt
9HLu
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9H|t"
9H|t5
9H|t7
9H|tA
9H|tD
9H|tE
9H|tF
9H|tG
9H|tX
9H|t\
9H|th
9H|to
9H|tz
9IPathCost
9IRegistry
9J$t
9J(t\v9J,t
9J4t
9JXt\v
9K$u:
9L80u
9L84
9N|t
9O$t
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9O|t(
9PPt.
9PPtq
9Qx~9
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9W$t"
9W<uX
9WitchBody
9WitchBurn
9WitchIdle
9X|t
9^|t5
9^|tU
9a&g
9ff.
9p|tc
9r$u
9sH~=k
9w\ft
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9{dt
9{lt
9~|tt
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::ExecGameTypeCfg
:fff.
;13InfectedDying
;7td
;A0|b
;A0}y
;APu
;A\fuY
;A\fuo
;BXtJ
;BXtL
;E\ftN
;E\ftm
;E\fuF
;E\fuS
;E\fus
;F0u4
;F4t
;FTu:
;G0t&
;H0|9
;Hp~A
;JXtR
;JXt}
;JXu
;JXu\f
;O\ft9
;Op~M
;PXu
;VCCDt
;ffff.
;fffff.
;item
;p0|p
;pXt
;q$tE
;u\fur
;w$tB
;wPu
;xXu
;zXu
< NULL action >
<!-- DMXVersion
<7\nuk
<< NULL >>\n
<<Invalid>>
<<illegal>>
<<null entity>>
<NONE>
<NULL>
<UNKNOWN STATE>
<UNKNOWN>
<fff.
<ffff.
<logical entity>
<no file>
<none>
<null>
<tank|boomer|smoker|witch|hunter|spitter|jockey|charger|mob|common> <auto> <ragdoll> <area>.  Spawns the specified zombie(s) under your cursor, or out in the world/in the targetted nav area if auto or area is specified.
<unconnected>
=15CEntityDissolve
=21SurvivorTeamSituation
============= %s =============\n
=====================================\n
====> prop_fuel_barrel_piece collision <====\n
=fffff.
=ffffff.
>333?
>>> Loading addon script %s\n
>>>>Evading charger ignoring command to attack!\n
>>>>REMATCH Stats END\n
>>>REMATCH Stats START\n
>@9CBaseFlex
>fff.
>ffff.
?12CBaseGrenade
?12CChangeLevel
?13CGameMovement
?13CGlowProperty
?14CBaseAnimating
?17CBreakableSurface
?22CTerrorPlayerAnimState
?23CPlayerPickupController
?24CFourWheelVehiclePhysics
?333333
?5Music
???AI_Response bogus index
?ff&?ff&?ff&?
?ffffff.
@0H9
@16CBaseAchievement
@19CTerrorGameMovement
@22WanderingWitchPathCost
@24CTeamplayRoundBasedRules
@4@tO
@AOu
@B11CBaseEntity
@H tb
@Ttl
@\fOOR
@\fffff.
@fff.
@fffff.
@ffffff
@loader_path/libsteam_api.dylib
@loader_path/libtier0.dylib
@loader_path/libvstdlib.dylib
@loader_path/server.dylib
A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f\n
A Survivor teammate this far away is straying from the group
A Survivor teammate this far away needs to be gathered back into the group
A Tank is coming
A friend is in combat and I'm not - moving to assist
A friend is orphaned, and I'm the closest to him
A friend needs to be this close to say"Reloading"
A miss or a wall hit will wait this long before pulling back.
A shotgun pellet hitting a common infected within this distance will get the z_shotgun_bonus_damage_multiplier bonus.
A traveling tongue can lose LOS for this amount of time and still hit.
A vote that fails cannot be re-submitted for this long
A12CChargerClaw
A13CTEBeamPoints
A17CTriggerHurtGhost
A19SurvivorBotPathCost
A20InfectedFleePathCost
ABCD
ABHu
ACID
ACTIVE
ACTOR
ACT_180_LEFT
ACT_180_RIGHT
ACT_90_LEFT
ACT_90_RIGHT
ACT_ARM
ACT_BARNACLE_CHEW
ACT_BARNACLE_CHOMP
ACT_BARNACLE_HIT
ACT_BARNACLE_PULL
ACT_BIG_FLINCH
ACT_BLUDGEON_DEATH_BACK
ACT_BLUDGEON_DEATH_FORWARD
ACT_BLUDGEON_DEATH_LEFT
ACT_BLUDGEON_DEATH_RIGHT
ACT_BUSY_LEAN_BACK
ACT_BUSY_LEAN_BACK_ENTRY
ACT_BUSY_LEAN_BACK_EXIT
ACT_BUSY_LEAN_LEFT
ACT_BUSY_LEAN_LEFT_ENTRY
ACT_BUSY_LEAN_LEFT_EXIT
ACT_BUSY_QUEUE
ACT_BUSY_SIT_CHAIR
ACT_BUSY_SIT_CHAIR_ENTRY
ACT_BUSY_SIT_CHAIR_EXIT
ACT_BUSY_SIT_GROUND
ACT_BUSY_SIT_GROUND_ENTRY
ACT_BUSY_SIT_GROUND_EXIT
ACT_BUSY_STAND
ACT_CALL_FOR_RESCUE
ACT_CHAINSAW_STARTUP
ACT_CLIMB_DISMOUNT
ACT_CLIMB_DOWN
ACT_CLIMB_UP
ACT_COMBAT_IDLE
ACT_COVER
ACT_COVER_LOW
ACT_COVER_LOW_RPG
ACT_COVER_MED
ACT_COVER_PISTOL_LOW
ACT_COVER_SMG1_LOW
ACT_COWER
ACT_CROSSBOW_DRAW_UNLOADED
ACT_CROUCH
ACT_CROUCHIDLE
ACT_CROUCHIDLE_AGITATED
ACT_CROUCHIDLE_AIM_STIMULATED
ACT_CROUCHIDLE_AXE
ACT_CROUCHIDLE_BAT
ACT_CROUCHIDLE_CHAINSAW
ACT_CROUCHIDLE_ELITES
ACT_CROUCHIDLE_FIRSTAIDKIT
ACT_CROUCHIDLE_FRYINGPAN
ACT_CROUCHIDLE_GASCAN
ACT_CROUCHIDLE_GNOME
ACT_CROUCHIDLE_GREN
ACT_CROUCHIDLE_GRENADELAUNCHER
ACT_CROUCHIDLE_GREN_PULL_BACK
ACT_CROUCHIDLE_GUITAR
ACT_CROUCHIDLE_O2
ACT_CROUCHIDLE_PISTOL
ACT_CROUCHIDLE_PUMPSHOTGUN
ACT_CROUCHIDLE_RIFLE
ACT_CROUCHIDLE_SHOTGUN
ACT_CROUCHIDLE_SMG
ACT_CROUCHIDLE_SNIPER
ACT_CROUCHIDLE_SNIPER_MILITARY
ACT_CROUCHIDLE_SNIPER_MILITARYZOOMED
ACT_CROUCHIDLE_SNIPER_ZOOMED
ACT_CROUCHIDLE_STIMULATED
ACT_CROUCHING_GRENADEIDLE
ACT_CROUCHING_GRENADEREADY
ACT_CROUCHING_PRIMARYATTACK
ACT_CROUCHING_SHIELD_ATTACK
ACT_CROUCHING_SHIELD_DOWN
ACT_CROUCHING_SHIELD_KNOCKBACK
ACT_CROUCHING_SHIELD_UP
ACT_CROUCHING_SHIELD_UP_IDLE
ACT_DEPLOY
ACT_DEPLOY_CHAINSAW
ACT_DEPLOY_ELITES
ACT_DEPLOY_GREN
ACT_DEPLOY_GRENADELAUNCHER
ACT_DEPLOY_IDLE
ACT_DEPLOY_PISTOL
ACT_DEPLOY_RIFLE
ACT_DEPLOY_SHOTGUN
ACT_DIEBACKWARD
ACT_DIEFORWARD
ACT_DIERAGDOLL
ACT_DIESIMPLE
ACT_DIEVIOLENT
ACT_DIE_BACKSHOT
ACT_DIE_BACKSIDE
ACT_DIE_BARNACLE_SWALLOW
ACT_DIE_CHESTSHOT
ACT_DIE_CROUCH_BACKSIDE
ACT_DIE_CROUCH_FRONTSIDE
ACT_DIE_CROUCH_LEFTSIDE
ACT_DIE_CROUCH_RIGHTSIDE
ACT_DIE_FRONTSIDE
ACT_DIE_GUTSHOT
ACT_DIE_HEADSHOT
ACT_DIE_INCAP
ACT_DIE_LEFTSIDE
ACT_DIE_RIGHTSIDE
ACT_DIE_STANDING
ACT_DISARM
ACT_DI_ALYX_ANTLION
ACT_DI_ALYX_HEADCRAB_MELEE
ACT_DI_ALYX_ZOMBIE_MELEE
ACT_DI_ALYX_ZOMBIE_SHOTGUN26
ACT_DI_ALYX_ZOMBIE_SHOTGUN64
ACT_DI_ALYX_ZOMBIE_TORSO_MELEE
ACT_DLCFI_FRANCIS_01
ACT_DLCFI_FRANCIS_014MB
ACT_DLCFI_FRANCIS_014MBX
ACT_DLCFI_FRANCIS_017MB
ACT_DLCFI_FRANCIS_018MB
ACT_DLCFI_FRANCIS_02
ACT_DLCFI_FRANCIS_03
ACT_DLCFI_FRANCIS_04
ACT_DLCFI_FRANCIS_05
ACT_DLCFI_FRANCIS_06
ACT_DLCFI_FRANCIS_07
ACT_DLCFI_FRANCIS_08
ACT_DLCFI_FRANCIS_08b
ACT_DLCFI_FRANCIS_09
ACT_DLCFI_FRANCIS_09b
ACT_DLCFI_FRANCIS_10
ACT_DLCFI_FRANCIS_10b
ACT_DLCFI_FRANCIS_11
ACT_DLCFI_FRANCIS_11b
ACT_DLCFI_FRANCIS_12AH
ACT_DLCFI_FRANCIS_12mr
ACT_DLCFI_FRANCIS_13AH
ACT_DLCFI_FRANCIS_13mr
ACT_DLCFI_FRANCIS_13nm
ACT_DLCFI_FRANCIS_14AH
ACT_DLCFI_FRANCIS_14mr
ACT_DLCFI_FRANCIS_15AH
ACT_DLCFI_FRANCIS_15mr
ACT_DLCFI_FRANCIS_16AH
ACT_DLCFI_FRANCIS_16mr
ACT_DLCFI_FRANCIS_17AH
ACT_DLCFI_FRANCIS_17mr
ACT_DLCFI_FRANCIS_18AH
ACT_DLCFI_FRANCIS_19AH
ACT_DLCFI_FRANCIS_20AH
ACT_DLCFI_FRANCIS_21AH
ACT_DLCFI_FRANCIS_HLD
ACT_DLCFI_LOUIS_01
ACT_DLCFI_LOUIS_012MB
ACT_DLCFI_LOUIS_012MR
ACT_DLCFI_LOUIS_013MB
ACT_DLCFI_LOUIS_013MR
ACT_DLCFI_LOUIS_014MB
ACT_DLCFI_LOUIS_015MB
ACT_DLCFI_LOUIS_016MB
ACT_DLCFI_LOUIS_017MB
ACT_DLCFI_LOUIS_02
ACT_DLCFI_LOUIS_03
ACT_DLCFI_LOUIS_04
ACT_DLCFI_LOUIS_05
ACT_DLCFI_LOUIS_06
ACT_DLCFI_LOUIS_07MB
ACT_DLCFI_LOUIS_08MB
ACT_DLCFI_LOUIS_09MB
ACT_DLCFI_LOUIS_10MB
ACT_DLCFI_LOUIS_11
ACT_DLCFI_LOUIS_11AH
ACT_DLCFI_LOUIS_11MB
ACT_DLCFI_LOUIS_12
ACT_DLCFI_LOUIS_13
ACT_DLCFI_LOUIS_14
ACT_DLCFI_LOUIS_14MR
ACT_DLCFI_LOUIS_15
ACT_DLCFI_LOUIS_16AJM
ACT_DLCFI_LOUIS_16JM
ACT_DLCFI_ZOEY_01
ACT_DLCFI_ZOEY_02
ACT_DLCFI_ZOEY_03
ACT_DLCFI_ZOEY_04
ACT_DLCFI_ZOEY_05
ACT_DLCFI_ZOEY_06
ACT_DLCFI_ZOEY_06AH
ACT_DLCFI_ZOEY_07AH
ACT_DLCFI_ZOEY_07MB
ACT_DLCFI_ZOEY_07mr
ACT_DLCFI_ZOEY_08MB
ACT_DLCFI_ZOEY_08mr
ACT_DLCFI_ZOEY_09MB
ACT_DLCFI_ZOEY_10MB
ACT_DLCFI_ZOEY_10MR
ACT_DLCFI_ZOEY_11MB
ACT_DLCFI_ZOEY_12MB
ACT_DLCINTRO_01
ACT_DLCINTRO_02
ACT_DLCINTRO_03
ACT_DLCINTRO_04
ACT_DLCINTRO_ZOEY_01
ACT_DLCINTRO_ZOEY_02
ACT_DLCINTRO_ZOEY_03
ACT_DLCINTRO_ZOEY_04
ACT_DLCINTRO_ZOEY_05
ACT_DLCINTRO_ZOEY_06
ACT_DOOR_ANIMTOLOCK
ACT_DOOR_ANIMTOUNLOCK
ACT_DOOR_OPEN
ACT_DOOR_OPENFAIL
ACT_DO_NOT_DISTURB
ACT_DROP_WEAPON
ACT_DROP_WEAPON_SHOTGUN
ACT_DUCK_DODGE
ACT_DYINGLOOP
ACT_DYINGTODEAD
ACT_EXP_ANGRY
ACT_EXP_IDLE
ACT_FALL
ACT_FIRE_END
ACT_FIRE_LOOP
ACT_FIRE_START
ACT_FLINCH_CHEST
ACT_FLINCH_CHEST_BACK
ACT_FLINCH_CROUCH_BACK
ACT_FLINCH_CROUCH_FRONT
ACT_FLINCH_CROUCH_LEFT
ACT_FLINCH_CROUCH_RIGHT
ACT_FLINCH_HEAD
ACT_FLINCH_HEAD_BACK
ACT_FLINCH_LEFTARM
ACT_FLINCH_LEFTLEG
ACT_FLINCH_PHYSICS
ACT_FLINCH_RIGHTARM
ACT_FLINCH_RIGHTLEG
ACT_FLINCH_STOMACH
ACT_FLINCH_STOMACH_BACK
ACT_FLY
ACT_GAUSS_SPINCYCLE
ACT_GAUSS_SPINUP
ACT_GESTURE_BARNACLE_STRANGLE
ACT_GESTURE_BIG_FLINCH
ACT_GESTURE_FLINCH_BLAST
ACT_GESTURE_FLINCH_BLAST_DAMAGED
ACT_GESTURE_FLINCH_BLAST_DAMAGED_SHOTGUN
ACT_GESTURE_FLINCH_BLAST_SHOTGUN
ACT_GESTURE_FLINCH_CHEST
ACT_GESTURE_FLINCH_HEAD
ACT_GESTURE_FLINCH_LEFTARM
ACT_GESTURE_FLINCH_LEFTLEG
ACT_GESTURE_FLINCH_RIGHTARM
ACT_GESTURE_FLINCH_RIGHTLEG
ACT_GESTURE_FLINCH_STOMACH
ACT_GESTURE_MELEE_ATTACK1
ACT_GESTURE_MELEE_ATTACK2
ACT_GESTURE_MELEE_ATTACK_SWING
ACT_GESTURE_RANGE_ATTACK1
ACT_GESTURE_RANGE_ATTACK1_LOW
ACT_GESTURE_RANGE_ATTACK2
ACT_GESTURE_RANGE_ATTACK2_LOW
ACT_GESTURE_RANGE_ATTACK_AR1
ACT_GESTURE_RANGE_ATTACK_AR2
ACT_GESTURE_RANGE_ATTACK_AR2_GRENADE
ACT_GESTURE_RANGE_ATTACK_HMG1
ACT_GESTURE_RANGE_ATTACK_ML
ACT_GESTURE_RANGE_ATTACK_PISTOL
ACT_GESTURE_RANGE_ATTACK_PISTOL_LOW
ACT_GESTURE_RANGE_ATTACK_SHOTGUN
ACT_GESTURE_RANGE_ATTACK_SLAM
ACT_GESTURE_RANGE_ATTACK_SMG1
ACT_GESTURE_RANGE_ATTACK_SMG1_LOW
ACT_GESTURE_RANGE_ATTACK_SMG2
ACT_GESTURE_RANGE_ATTACK_SNIPER_RIFLE
ACT_GESTURE_RANGE_ATTACK_THROW
ACT_GESTURE_RANGE_ATTACK_TRIPWIRE
ACT_GESTURE_RELOAD
ACT_GESTURE_RELOAD_PISTOL
ACT_GESTURE_RELOAD_SHOTGUN
ACT_GESTURE_RELOAD_SMG1
ACT_GESTURE_SMALL_FLINCH
ACT_GESTURE_TURN_LEFT
ACT_GESTURE_TURN_LEFT45
ACT_GESTURE_TURN_LEFT45_FLAT
ACT_GESTURE_TURN_LEFT90
ACT_GESTURE_TURN_LEFT90_FLAT
ACT_GESTURE_TURN_RIGHT
ACT_GESTURE_TURN_RIGHT45
ACT_GESTURE_TURN_RIGHT45_FLAT
ACT_GESTURE_TURN_RIGHT90
ACT_GESTURE_TURN_RIGHT90_FLAT
ACT_GEST_COUGH
ACT_GEST_COUGH01
ACT_GEST_COUGH02
ACT_GEST_COUGH03
ACT_GEST_COUGH1
ACT_GEST_COUGH2
ACT_GEST_COUGH3
ACT_GEST_GOGOGO
ACT_GEST_HEAD_DOWN
ACT_GEST_HEAD_NO
ACT_GEST_HEAD_NOD
ACT_GEST_HEAD_TWISTLEFT
ACT_GEST_HEAD_YES
ACT_GEST_INTRO_CALM
ACT_GEST_INTRO_WAVE
ACT_GEST_OVERHERE
ACT_GEST_POINTLEFT
ACT_GEST_POINTLEFT_QUICK
ACT_GEST_VOMIT
ACT_GEST_VOMIT01
ACT_GEST_WAVE
ACT_GLIDE
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
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_HULK_ATTACK_LOW
ACT_HULK_THROW
ACT_IDLE
ACT_IDLETORUN
ACT_IDLE_AGITATED
ACT_IDLE_AIM_AGITATED
ACT_IDLE_AIM_RELAXED
ACT_IDLE_AIM_RIFLE_STIMULATED
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_ATTACK_CHAINSAW
ACT_IDLE_AXE
ACT_IDLE_BAT
ACT_IDLE_CALM
ACT_IDLE_CALM_AXE
ACT_IDLE_CALM_BAT
ACT_IDLE_CALM_CHAINSAW
ACT_IDLE_CALM_ELITES
ACT_IDLE_CALM_FRYINGPAN
ACT_IDLE_CALM_GASCAN
ACT_IDLE_CALM_GNOME
ACT_IDLE_CALM_GRENADELAUNCHER
ACT_IDLE_CALM_GUITAR
ACT_IDLE_CALM_O2
ACT_IDLE_CALM_PISTOL
ACT_IDLE_CALM_PUMPSHOTGUN
ACT_IDLE_CALM_RIFLE
ACT_IDLE_CALM_SHOTGUN
ACT_IDLE_CALM_SMG
ACT_IDLE_CALM_SNIPER
ACT_IDLE_CALM_SNIPER_MILITARY
ACT_IDLE_CARRY
ACT_IDLE_CHAINSAW
ACT_IDLE_ELITES
ACT_IDLE_FIRSTAIDKIT
ACT_IDLE_FRYINGPAN
ACT_IDLE_GASCAN
ACT_IDLE_GNOME
ACT_IDLE_GREN
ACT_IDLE_GRENADELAUNCHER
ACT_IDLE_GREN_PULL_BACK
ACT_IDLE_GUITAR
ACT_IDLE_HURT
ACT_IDLE_INCAP
ACT_IDLE_INCAP_ELITES
ACT_IDLE_INCAP_PISTOL
ACT_IDLE_INJURED
ACT_IDLE_INJURED_AXE
ACT_IDLE_INJURED_BAT
ACT_IDLE_INJURED_CHAINSAW
ACT_IDLE_INJURED_ELITES
ACT_IDLE_INJURED_FIRSTAIDKIT
ACT_IDLE_INJURED_FRYINGPAN
ACT_IDLE_INJURED_GASCAN
ACT_IDLE_INJURED_GNOME
ACT_IDLE_INJURED_GREN
ACT_IDLE_INJURED_GRENADELAUNCHER
ACT_IDLE_INJURED_GREN_PULL_BACK
ACT_IDLE_INJURED_GUITAR
ACT_IDLE_INJURED_O2
ACT_IDLE_INJURED_PISTOL
ACT_IDLE_INJURED_PUMPSHOTGUN
ACT_IDLE_INJURED_RIFLE
ACT_IDLE_INJURED_SMG
ACT_IDLE_INJURED_SNIPER
ACT_IDLE_INJURED_SNIPER_MILITARY
ACT_IDLE_INJURED_SNIPER_MILITARYZOOMED
ACT_IDLE_INJURED_SNIPER_ZOOMED
ACT_IDLE_MANNEDGUN
ACT_IDLE_MELEE
ACT_IDLE_MINIGUN
ACT_IDLE_O2
ACT_IDLE_ON_FIRE
ACT_IDLE_PACKAGE
ACT_IDLE_PISTOL
ACT_IDLE_POUNCED
ACT_IDLE_PUMPSHOTGUN
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_SMG
ACT_IDLE_SMG1
ACT_IDLE_SMG1_RELAXED
ACT_IDLE_SMG1_STIMULATED
ACT_IDLE_SNIPER
ACT_IDLE_SNIPER_MILITARY
ACT_IDLE_SNIPER_MILITARYZOOMED
ACT_IDLE_SNIPER_ZOOMED
ACT_IDLE_STEALTH
ACT_IDLE_STEALTH_PISTOL
ACT_IDLE_STIMULATED
ACT_IDLE_SUITCASE
ACT_INVALID
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_AXE
ACT_JUMP_BAT
ACT_JUMP_CHAINSAW
ACT_JUMP_DUAL_PISTOL
ACT_JUMP_FRYINGPAN
ACT_JUMP_GASCAN
ACT_JUMP_GNOME
ACT_JUMP_GRENADELAUNCHER
ACT_JUMP_GUITAR
ACT_JUMP_ITEM
ACT_JUMP_O2
ACT_JUMP_PISTOL
ACT_JUMP_RIFLE
ACT_JUMP_SHOTGUN
ACT_JUMP_SMG
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_SHOVE_RIFLE_IDLE
ACT_MELEE_SHOVE_RIFLE_RUN
ACT_MELEE_STOMP_RIFLE_IDLE
ACT_MELEE_STOMP_RIFLE_WALK
ACT_MELEE_STRAIGHT_RIFLE_IDLE
ACT_MELEE_STRAIGHT_RIFLE_RUN
ACT_MELEE_SWEEP_CHAINSAW
ACT_MELEE_SWEEP_COLA
ACT_MELEE_SWEEP_DEFIBRILLATOR
ACT_MELEE_SWEEP_FIRSTAIDKIT
ACT_MELEE_SWEEP_GASCAN
ACT_MELEE_SWEEP_GNOME
ACT_MELEE_SWEEP_GRENADELAUNCHER
ACT_MELEE_SWEEP_O2
ACT_MELEE_SWEEP_RIFLE_IDLE
ACT_MELEE_SWEEP_RIFLE_RUN
ACT_MELEE_SWEEP_UPGRADE_PACK
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_PRIMARYATTACK_CHAINSAW
ACT_PRIMARYATTACK_ELITES_L
ACT_PRIMARYATTACK_ELITES_R
ACT_PRIMARYATTACK_GREN1_IDLE
ACT_PRIMARYATTACK_GREN1_RUN
ACT_PRIMARYATTACK_GREN2_IDLE
ACT_PRIMARYATTACK_GREN2_RUN
ACT_PRIMARYATTACK_GRENADELAUNCHER
ACT_PRIMARYATTACK_M3S90
ACT_PRIMARYATTACK_MINIGUN
ACT_PRIMARYATTACK_PISTOL
ACT_PRIMARYATTACK_PUMPSHOTGUN
ACT_PRIMARYATTACK_RIFLE
ACT_PRIMARYATTACK_SHOTGUN
ACT_PRIMARYATTACK_SMG
ACT_PRIMARYATTACK_XM1014
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_PUSH
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_HMG1
ACT_RANGE_ATTACK_ML
ACT_RANGE_ATTACK_PISTOL
ACT_RANGE_ATTACK_PISTOL_LOW
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_ELITES
ACT_RELOAD_FINISH
ACT_RELOAD_GRENADE_LAUNCHER
ACT_RELOAD_LOW
ACT_RELOAD_M4
ACT_RELOAD_PISTOL
ACT_RELOAD_PISTOL_LOW
ACT_RELOAD_PUMPSHOTGUN_END
ACT_RELOAD_PUMPSHOTGUN_LOOP
ACT_RELOAD_PUMPSHOTGUN_START
ACT_RELOAD_RIFLE
ACT_RELOAD_SHOTGUN
ACT_RELOAD_SHOTGUN_END
ACT_RELOAD_SHOTGUN_LOOP
ACT_RELOAD_SHOTGUN_LOW
ACT_RELOAD_SHOTGUN_START
ACT_RELOAD_SMG
ACT_RELOAD_SMG1
ACT_RELOAD_SMG1_LOW
ACT_RELOAD_START
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_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_AXE
ACT_RUN_BAT
ACT_RUN_CALM
ACT_RUN_CALM_CHAINSAW
ACT_RUN_CALM_ELITES
ACT_RUN_CALM_GNOME
ACT_RUN_CALM_GRENADELAUNCHER
ACT_RUN_CALM_PISTOL
ACT_RUN_CALM_PUMPSHOTGUN
ACT_RUN_CALM_RIFLE
ACT_RUN_CALM_SMG
ACT_RUN_CALM_SNIPER
ACT_RUN_CALM_SNIPER_MILITARY
ACT_RUN_CHAINSAW
ACT_RUN_CROUCH
ACT_RUN_CROUCH_AIM
ACT_RUN_CROUCH_AIM_RIFLE
ACT_RUN_CROUCH_AXE
ACT_RUN_CROUCH_BAT
ACT_RUN_CROUCH_CHAINSAW
ACT_RUN_CROUCH_ELITES
ACT_RUN_CROUCH_FIRSTAIDKIT
ACT_RUN_CROUCH_FRYINGPAN
ACT_RUN_CROUCH_GASCAN
ACT_RUN_CROUCH_GNOME
ACT_RUN_CROUCH_GREN
ACT_RUN_CROUCH_GRENADELAUNCHER
ACT_RUN_CROUCH_GREN_PULL_BACK
ACT_RUN_CROUCH_GUITAR
ACT_RUN_CROUCH_O2
ACT_RUN_CROUCH_PISTOL
ACT_RUN_CROUCH_PUMPSHOTGUN
ACT_RUN_CROUCH_RIFLE
ACT_RUN_CROUCH_RPG
ACT_RUN_CROUCH_SHOTGUN
ACT_RUN_CROUCH_SMG
ACT_RUN_CROUCH_SNIPER
ACT_RUN_CROUCH_SNIPER_MILITARY
ACT_RUN_ELITES
ACT_RUN_FIRSTAIDKIT
ACT_RUN_FRYINGPAN
ACT_RUN_GASCAN
ACT_RUN_GNOME
ACT_RUN_GREN
ACT_RUN_GRENADELAUNCHER
ACT_RUN_GREN_PULL_BACK
ACT_RUN_GUITAR
ACT_RUN_HURT
ACT_RUN_INJURED
ACT_RUN_INJURED_AXE
ACT_RUN_INJURED_BAT
ACT_RUN_INJURED_CHAINSAW
ACT_RUN_INJURED_ELITES
ACT_RUN_INJURED_FIRSTAIDKIT
ACT_RUN_INJURED_FRYINGPAN
ACT_RUN_INJURED_GASCAN
ACT_RUN_INJURED_GNOME
ACT_RUN_INJURED_GREN
ACT_RUN_INJURED_GRENADELAUNCHER
ACT_RUN_INJURED_GREN_PULL_BACK
ACT_RUN_INJURED_GUITAR
ACT_RUN_INJURED_O2
ACT_RUN_INJURED_PISTOL
ACT_RUN_INJURED_PUMPSHOTGUN
ACT_RUN_INJURED_RIFLE
ACT_RUN_INJURED_SMG
ACT_RUN_INJURED_SNIPER
ACT_RUN_INJURED_SNIPER_MILITARY
ACT_RUN_O2
ACT_RUN_ON_FIRE
ACT_RUN_PISTOL
ACT_RUN_PROTECTED
ACT_RUN_PUMPSHOTGUN
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_SHOTGUN
ACT_RUN_SMG
ACT_RUN_SNIPER
ACT_RUN_SNIPER_MILITARY
ACT_RUN_STEALTH
ACT_RUN_STEALTH_PISTOL
ACT_RUN_STIMULATED
ACT_SCRIPT_CUSTOM_MOVE
ACT_SECONDARYATTACK
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_SHOOT_CHAINSAW
ACT_SHOOT_E2W_AXE
ACT_SHOOT_E2W_BAT
ACT_SHOOT_E2W_FRYINGPAN
ACT_SHOOT_E2W_GUITAR
ACT_SHOOT_E2W_IDLE_AXE
ACT_SHOOT_E2W_IDLE_BAT
ACT_SHOOT_E2W_IDLE_FRYINGPAN
ACT_SHOOT_E2W_IDLE_GUITAR
ACT_SHOOT_E2W_IDLE_KATANA
ACT_SHOOT_E2W_KATANA
ACT_SHOOT_N2S_AXE
ACT_SHOOT_N2S_BAT
ACT_SHOOT_N2S_FRYINGPAN
ACT_SHOOT_N2S_GUITAR
ACT_SHOOT_N2S_IDLE_AXE
ACT_SHOOT_N2S_IDLE_BAT
ACT_SHOOT_N2S_IDLE_FRYINGPAN
ACT_SHOOT_N2S_IDLE_GUITAR
ACT_SHOOT_S2N_AXE
ACT_SHOOT_S2N_BAT
ACT_SHOOT_S2N_FRYINGPAN
ACT_SHOOT_S2N_GUITAR
ACT_SHOOT_S2N_IDLE_AXE
ACT_SHOOT_S2N_IDLE_BAT
ACT_SHOOT_S2N_IDLE_FRYINGPAN
ACT_SHOOT_S2N_IDLE_GUITAR
ACT_SHOOT_SECONDARY_AXE
ACT_SHOOT_SECONDARY_BAT
ACT_SHOOT_SECONDARY_FRYINGPAN
ACT_SHOOT_SECONDARY_GUITAR
ACT_SHOOT_SECONDARY_IDLE_AXE
ACT_SHOOT_SECONDARY_IDLE_BAT
ACT_SHOOT_SECONDARY_IDLE_FRYINGPAN
ACT_SHOOT_SECONDARY_IDLE_GUITAR
ACT_SHOOT_STRONG_AXE
ACT_SHOOT_STRONG_BAT
ACT_SHOOT_STRONG_FRYINGPAN
ACT_SHOOT_STRONG_GUITAR
ACT_SHOOT_STRONG_IDLE_AXE
ACT_SHOOT_STRONG_IDLE_BAT
ACT_SHOOT_STRONG_IDLE_FRYINGPAN
ACT_SHOOT_STRONG_IDLE_GUITAR
ACT_SHOOT_W2E_AXE
ACT_SHOOT_W2E_BAT
ACT_SHOOT_W2E_CHAINSAW
ACT_SHOOT_W2E_FRYINGPAN
ACT_SHOOT_W2E_GUITAR
ACT_SHOOT_W2E_IDLE_AXE
ACT_SHOOT_W2E_IDLE_BAT
ACT_SHOOT_W2E_IDLE_FRYINGPAN
ACT_SHOOT_W2E_IDLE_GUITAR
ACT_SHOOT_W2E_IDLE_KATANA
ACT_SHOOT_W2E_KATANA
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_SLICING_DEATH_BACK
ACT_SLICING_DEATH_FORWARD
ACT_SLICING_DEATH_LEFT
ACT_SLICING_DEATH_RIGHT
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_STAND
ACT_STARTDYING
ACT_STEP_BACK
ACT_STEP_FORE
ACT_STEP_LEFT
ACT_STEP_RIGHT
ACT_STRAFE_LEFT
ACT_STRAFE_RIGHT
ACT_SWIM
ACT_TANK_OVERHEAD_THROW
ACT_TERROR_ABOUT_FACE_ALERT
ACT_TERROR_ABOUT_FACE_INTENSE
ACT_TERROR_ABOUT_FACE_NEUTRAL
ACT_TERROR_ALERT_TO_NEUTRAL
ACT_TERROR_ATTACK
ACT_TERROR_ATTACK_CONTINUOUSLY
ACT_TERROR_ATTACK_DOOR
ACT_TERROR_ATTACK_DOOR_CONTINUOUSLY
ACT_TERROR_ATTACK_LOW
ACT_TERROR_ATTACK_LOW_CONTINUOUSLY
ACT_TERROR_ATTACK_MOVING
ACT_TERROR_CARRIED
ACT_TERROR_CHAINSAW_START
ACT_TERROR_CHARGERHIT_LAND_SLOW
ACT_TERROR_CHARGER_CHARGE
ACT_TERROR_CHARGER_POUNDED_DOWN
ACT_TERROR_CHARGER_POUNDED_INCAP
ACT_TERROR_CHARGER_POUNDED_NORTH
ACT_TERROR_CHARGER_POUNDED_UP
ACT_TERROR_CHARGER_POUND_DOWN
ACT_TERROR_CHARGER_POUND_DOWN_COACH
ACT_TERROR_CHARGER_POUND_DOWN_PRODUCER
ACT_TERROR_CHARGER_POUND_NORTH
ACT_TERROR_CHARGER_POUND_UP
ACT_TERROR_CHARGER_PUMMEL
ACT_TERROR_CHARGER_PUMMELED
ACT_TERROR_CHOKING_TONGUE_GROUND
ACT_TERROR_CHOKING_TONGUE_GROUND_FEMALE
ACT_TERROR_CHOKING_TONGUE_GROUND_MALE
ACT_TERROR_CLIMB_108_FROM_STAND
ACT_TERROR_CLIMB_115_FROM_STAND
ACT_TERROR_CLIMB_120_FROM_STAND
ACT_TERROR_CLIMB_130_FROM_STAND
ACT_TERROR_CLIMB_132_FROM_STAND
ACT_TERROR_CLIMB_144_FROM_STAND
ACT_TERROR_CLIMB_150_FROM_STAND
ACT_TERROR_CLIMB_156_FROM_STAND
ACT_TERROR_CLIMB_166_FROM_STAND
ACT_TERROR_CLIMB_168_FROM_STAND
ACT_TERROR_CLIMB_24_FROM_STAND
ACT_TERROR_CLIMB_36_FROM_STAND
ACT_TERROR_CLIMB_38_FROM_STAND
ACT_TERROR_CLIMB_48_FROM_STAND
ACT_TERROR_CLIMB_50_FROM_STAND
ACT_TERROR_CLIMB_60_FROM_STAND
ACT_TERROR_CLIMB_70_FROM_STAND
ACT_TERROR_CLIMB_72_FROM_STAND
ACT_TERROR_CLIMB_84_FROM_STAND
ACT_TERROR_CLIMB_96_FROM_STAND
ACT_TERROR_CRAWL_RUN
ACT_TERROR_CROUCHIDLE_LEAKER
ACT_TERROR_CROUCH_HEAL_FRIEND
ACT_TERROR_CROUCH_HEAL_INCAPACITATED
ACT_TERROR_CROUCH_HEAL_INCAPACITATED_ABOVE
ACT_TERROR_CROUCH_HEAL_SELF
ACT_TERROR_CROUCH_IDLE_ALERT
ACT_TERROR_CROUCH_IDLE_INTENSE
ACT_TERROR_CROUCH_IDLE_NEUTRAL
ACT_TERROR_CROUCH_LEAKER
ACT_TERROR_CROUCH_RUN_ALERT
ACT_TERROR_CROUCH_RUN_INTENSE
ACT_TERROR_CROUCH_RUN_NEUTRAL
ACT_TERROR_CROUCH_USE_DEFIBRILLATOR
ACT_TERROR_CROUCH_USE_UPGRADEPACK
ACT_TERROR_CROUCH_WALK_ALERT
ACT_TERROR_CROUCH_WALK_INTENSE
ACT_TERROR_CROUCH_WALK_NEUTRAL
ACT_TERROR_DEFIBRILLATOR_SHOCK
ACT_TERROR_DIE_BACKWARD_FROM_SHOTGUN
ACT_TERROR_DIE_FORWARD_FROM_SHOTGUN
ACT_TERROR_DIE_FROM_CROUCH
ACT_TERROR_DIE_FROM_STAND
ACT_TERROR_DIE_LEFTWARD_FROM_SHOTGUN
ACT_TERROR_DIE_RIGHTWARD_FROM_SHOTGUN
ACT_TERROR_DIE_WHILE_RUNNING
ACT_TERROR_DRAGGING_FROM_TONGUE
ACT_TERROR_DRAGGING_FROM_TONGUE_DEPLOY
ACT_TERROR_DRAGGING_FROM_TONGUE_FEMALE
ACT_TERROR_DRAGGING_FROM_TONGUE_MALE
ACT_TERROR_FACE_LEFT_ALERT
ACT_TERROR_FACE_LEFT_INTENSE
ACT_TERROR_FACE_LEFT_NEUTRAL
ACT_TERROR_FACE_RIGHT_ALERT
ACT_TERROR_FACE_RIGHT_INTENSE
ACT_TERROR_FACE_RIGHT_NEUTRAL
ACT_TERROR_FALL
ACT_TERROR_FALL_GRAB_LEDGE
ACT_TERROR_FIDGET
ACT_TERROR_FLINCH
ACT_TERROR_FLINCH_LEDGE
ACT_TERROR_GUARD
ACT_TERROR_HANGING_FROM_TONGUE
ACT_TERROR_HANGING_FROM_TONGUE_FEMALE
ACT_TERROR_HANGING_FROM_TONGUE_GERMANY
ACT_TERROR_HANGING_FROM_TONGUE_MALE
ACT_TERROR_HEAL_FRIEND
ACT_TERROR_HEAL_INCAPACITATED
ACT_TERROR_HEAL_INCAPACITATED_ABOVE
ACT_TERROR_HEAL_SELF
ACT_TERROR_HIT_BY_CHARGER
ACT_TERROR_HIT_BY_TANKPUNCH
ACT_TERROR_HULK_VICTORY
ACT_TERROR_HULK_VICTORY_B
ACT_TERROR_HUNTER_LANDING_HARD
ACT_TERROR_HUNTER_LUNGE
ACT_TERROR_HUNTER_LUNGE_IDLE
ACT_TERROR_HUNTER_LUNGE_INTO_SURVIVOR
ACT_TERROR_HUNTER_LUNGE_OFF_WALL_BACK
ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_LEFT
ACT_TERROR_HUNTER_LUNGE_OFF_WALL_SPIN_RIGHT
ACT_TERROR_HUNTER_LUNGE_ONTO_WALL
ACT_TERROR_HUNTER_LUNGE_WHILE_RUNNING
ACT_TERROR_HUNTER_POUNCE
ACT_TERROR_HUNTER_POUNCE_IDLE
ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_BACKWARD
ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_FORWARD
ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_L
ACT_TERROR_HUNTER_POUNCE_KNOCKOFF_R
ACT_TERROR_HUNTER_POUNCE_MELEE
ACT_TERROR_IDLE_ACQUIRE
ACT_TERROR_IDLE_ALERT
ACT_TERROR_IDLE_ALERT_AHEAD
ACT_TERROR_IDLE_ALERT_BEHIND
ACT_TERROR_IDLE_ALERT_INJURED_AHEAD
ACT_TERROR_IDLE_ALERT_INJURED_BEHIND
ACT_TERROR_IDLE_ALERT_INJURED_LEFT
ACT_TERROR_IDLE_ALERT_INJURED_RIGHT
ACT_TERROR_IDLE_ALERT_LEFT
ACT_TERROR_IDLE_ALERT_RIGHT
ACT_TERROR_IDLE_FALL_FROM_CHARGERHIT
ACT_TERROR_IDLE_FALL_FROM_TANKPUNCH
ACT_TERROR_IDLE_FALL_FROM_TONGUE
ACT_TERROR_IDLE_FALL_FROM_TONGUE_GERMANY
ACT_TERROR_IDLE_INTENSE
ACT_TERROR_IDLE_LADDER
ACT_TERROR_IDLE_NEUTRAL
ACT_TERROR_IDLE_ON_FIRE
ACT_TERROR_INCAP_CRAWL
ACT_TERROR_INCAP_FROM_POUNCE
ACT_TERROR_INCAP_FROM_TONGUE
ACT_TERROR_INCAP_FROM_TONGUE_GERMANY
ACT_TERROR_INCAP_TO_CROUCH
ACT_TERROR_INCAP_TO_STAND
ACT_TERROR_ITEM_PICKUP
ACT_TERROR_JOCKEY_RIDDEN
ACT_TERROR_JOCKEY_RIDE
ACT_TERROR_JUMP
ACT_TERROR_JUMP_DOWN_FROM_LEDGE
ACT_TERROR_JUMP_LANDING
ACT_TERROR_JUMP_LANDING_HARD
ACT_TERROR_JUMP_LANDING_HARD_NEUTRAL
ACT_TERROR_JUMP_LANDING_NEUTRAL
ACT_TERROR_JUMP_OVER_GAP
ACT_TERROR_JUMP_UP_TO_LEDGE
ACT_TERROR_LADDER_DISMOUNT
ACT_TERROR_LEAN_BACKWARD_IDLE
ACT_TERROR_LEAN_FORWARD_IDLE
ACT_TERROR_LEAN_LEFTWARD_IDLE
ACT_TERROR_LEAN_RIGHTWARD_IDLE
ACT_TERROR_LEDGE_CLIMB
ACT_TERROR_LEDGE_CLIMB_TO_CROUCH
ACT_TERROR_LEDGE_HANG_DANGLE
ACT_TERROR_LEDGE_HANG_FIRM
ACT_TERROR_LEDGE_HANG_WEAK
ACT_TERROR_LIE_FROM_STAND
ACT_TERROR_LIE_IDLE
ACT_TERROR_LIE_TO_SIT
ACT_TERROR_LIE_TO_STAND
ACT_TERROR_LIE_TO_STAND_ALERT
ACT_TERROR_NEUTRAL_TO_ALERT
ACT_TERROR_POUNCED_TO_STAND
ACT_TERROR_PULLED_RUN_RIFLE
ACT_TERROR_PUMMELED_LOOP
ACT_TERROR_RAGE_AT_ENEMY
ACT_TERROR_RAGE_AT_KNOCKDOWN
ACT_TERROR_REACH_THROUGH_DOOR
ACT_TERROR_REVIVE_FROM_DEATH
ACT_TERROR_RUN_ALERT
ACT_TERROR_RUN_INTENSE
ACT_TERROR_RUN_INTENSE_TO_STAND_ALERT
ACT_TERROR_RUN_LEAKER
ACT_TERROR_RUN_NEUTRAL
ACT_TERROR_RUN_ON_FIRE
ACT_TERROR_RUN_ON_FIRE_INTENSE
ACT_TERROR_SHAMBLE
ACT_TERROR_SHOVED_BACKWARD
ACT_TERROR_SHOVED_BACKWARD_BAT
ACT_TERROR_SHOVED_BACKWARD_CHAINSAW
ACT_TERROR_SHOVED_BACKWARD_FROM_SIT
ACT_TERROR_SHOVED_BACKWARD_INTO_WALL
ACT_TERROR_SHOVED_BACKWARD_MELEE
ACT_TERROR_SHOVED_FORWARD
ACT_TERROR_SHOVED_FORWARD_BAT
ACT_TERROR_SHOVED_FORWARD_CHAINSAW
ACT_TERROR_SHOVED_FORWARD_INTO_WALL
ACT_TERROR_SHOVED_FORWARD_MELEE
ACT_TERROR_SHOVED_LEFTWARD
ACT_TERROR_SHOVED_LEFTWARD_BAT
ACT_TERROR_SHOVED_LEFTWARD_CHAINSAW
ACT_TERROR_SHOVED_LEFTWARD_FROM_SIT
ACT_TERROR_SHOVED_LEFTWARD_INTO_WALL
ACT_TERROR_SHOVED_LEFTWARD_MELEE
ACT_TERROR_SHOVED_RIGHTWARD
ACT_TERROR_SHOVED_RIGHTWARD_BAT
ACT_TERROR_SHOVED_RIGHTWARD_CHAINSAW
ACT_TERROR_SHOVED_RIGHTWARD_FROM_SIT
ACT_TERROR_SHOVED_RIGHTWARD_INTO_WALL
ACT_TERROR_SHOVED_RIGHTWARD_MELEE
ACT_TERROR_SIT_FROM_STAND
ACT_TERROR_SIT_IDLE
ACT_TERROR_SIT_TO_LIE
ACT_TERROR_SIT_TO_STAND
ACT_TERROR_SIT_TO_STAND_ALERT
ACT_TERROR_SLAMMED_GROUND
ACT_TERROR_SLAMMED_WALL
ACT_TERROR_SLAM_GROUND
ACT_TERROR_SMASH_LEFT
ACT_TERROR_SMASH_RIGHT
ACT_TERROR_SMOKER_CRITICAL_ATTACK
ACT_TERROR_SMOKER_CRITICAL_ATTACK_IDLE
ACT_TERROR_SMOKER_END_TONGUE_ATTACK
ACT_TERROR_SMOKER_PREPARE_TONGUE_LAUNCH
ACT_TERROR_SMOKER_REELING_IN_TONGUE
ACT_TERROR_SMOKER_REELING_IN_TONGUE_IDLE
ACT_TERROR_SMOKER_SENDING_OUT_TONGUE
ACT_TERROR_SMOKER_SENDING_OUT_TONGUE_IDLE
ACT_TERROR_SPITTER_SPIT
ACT_TERROR_STANDING_CHOKE_FROM_TONGUE
ACT_TERROR_STANDING_CHOKE_FROM_TONGUE_GERMANY
ACT_TERROR_TANKPUNCH_LAND
ACT_TERROR_TANKROCK_TO_STAND
ACT_TERROR_TUG
ACT_TERROR_TUGGED_BACKWARD
ACT_TERROR_TUGGED_FORWARD
ACT_TERROR_TUGGED_LEFTWARD
ACT_TERROR_TUGGED_RIGHTWARD
ACT_TERROR_UNABLE_TO_REACH_TARGET
ACT_TERROR_USE_ADRENALINE
ACT_TERROR_USE_ADRENALINE_CROUCHING
ACT_TERROR_USE_COLA
ACT_TERROR_USE_DEFIBRILLATOR
ACT_TERROR_USE_GAS_CAN
ACT_TERROR_USE_PILLS
ACT_TERROR_USE_UPGRADEPACK
ACT_TERROR_WALK_ALERT
ACT_TERROR_WALK_INTENSE
ACT_TERROR_WALK_NEUTRAL
ACT_TERROR_WALK_ON_FIRE
ACT_TERROR_WITCH_ANGRY
ACT_TERROR_WITCH_ANGRY_HIGH
ACT_TERROR_WITCH_COVER_EARS_BEGIN
ACT_TERROR_WITCH_COVER_EARS_END
ACT_TERROR_WITCH_COVER_EARS_LOOP
ACT_TERROR_WITCH_COVER_EYES_BEGIN
ACT_TERROR_WITCH_COVER_EYES_END
ACT_TERROR_WITCH_COVER_EYES_LOOP
ACT_TERROR_WITCH_IDLE
ACT_TERROR_WITCH_IDLE_PRE_RETREAT
ACT_TERROR_WITCH_KILL_DISPLAY
ACT_TERROR_WITCH_KILL_LOOP
ACT_TERROR_WITCH_RETREAT
ACT_TERROR_WITCH_WANDER_ACQUIRE
ACT_TERROR_WITCH_WANDER_IDLE
ACT_TERROR_WITCH_WANDER_WALK
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_BITE
ACT_VM_BITE_LAYER
ACT_VM_CANCEL
ACT_VM_CANCEL_LAYER
ACT_VM_COUGH
ACT_VM_COUGH_LAYER
ACT_VM_DEPLOY
ACT_VM_DEPLOY_BAREHAND
ACT_VM_DEPLOY_BAREHAND_LAYER
ACT_VM_DEPLOY_DUAL_PISTOL
ACT_VM_DEPLOY_DUAL_PISTOL_LAYER
ACT_VM_DEPLOY_GASCAN
ACT_VM_DEPLOY_LAYER
ACT_VM_DEPLOY_MEDKIT
ACT_VM_DEPLOY_MEDKIT_LAYER
ACT_VM_DEPLOY_MOLOTOV
ACT_VM_DEPLOY_MOLOTOV_LAYER
ACT_VM_DEPLOY_PAINPILLS
ACT_VM_DEPLOY_PAINPILLS_LAYER
ACT_VM_DEPLOY_PIPEBOMB
ACT_VM_DEPLOY_PIPEBOMB_LAYER
ACT_VM_DEPLOY_PISTOL
ACT_VM_DEPLOY_PISTOL_LAYER
ACT_VM_DEPLOY_RIFLE
ACT_VM_DEPLOY_RIFLE_LAYER
ACT_VM_DEPLOY_SMG
ACT_VM_DEPLOY_SMG_LAYER
ACT_VM_DEPLOY_SNIPER
ACT_VM_DEPLOY_SNIPER_LAYER
ACT_VM_DETACH_SILENCER
ACT_VM_DRAW
ACT_VM_DRAW_DEPLOYED
ACT_VM_DRAW_SILENCED
ACT_VM_DROP
ACT_VM_DRYFIRE
ACT_VM_DRYFIRE_LEFT
ACT_VM_DRYFIRE_SILENCED
ACT_VM_FIDGET
ACT_VM_FIDGET_LAYER
ACT_VM_FIDGET_RIFLE_LAYER
ACT_VM_FIDGET_SMG_LAYER
ACT_VM_FIDGET_SNIPER_LAYER
ACT_VM_FIZZLE
ACT_VM_HAULBACK
ACT_VM_HELPINGHAND_EXTEND
ACT_VM_HELPINGHAND_EXTEND_BAREHAND
ACT_VM_HELPINGHAND_EXTEND_BAREHAND_LAYER
ACT_VM_HELPINGHAND_EXTEND_DUAL_PISTOL
ACT_VM_HELPINGHAND_EXTEND_DUAL_PISTOL_LAYER
ACT_VM_HELPINGHAND_EXTEND_LAYER
ACT_VM_HELPINGHAND_EXTEND_MEDKIT
ACT_VM_HELPINGHAND_EXTEND_MEDKIT_LAYER
ACT_VM_HELPINGHAND_EXTEND_MOLOTOV
ACT_VM_HELPINGHAND_EXTEND_MOLOTOV_LAYER
ACT_VM_HELPINGHAND_EXTEND_PAINPILLS
ACT_VM_HELPINGHAND_EXTEND_PAINPILLS_LAYER
ACT_VM_HELPINGHAND_EXTEND_PIPEBOMB
ACT_VM_HELPINGHAND_EXTEND_PIPEBOMB_LAYER
ACT_VM_HELPINGHAND_EXTEND_PISTOL
ACT_VM_HELPINGHAND_EXTEND_PISTOL_LAYER
ACT_VM_HELPINGHAND_EXTEND_RIFLE
ACT_VM_HELPINGHAND_EXTEND_RIFLE_LAYER
ACT_VM_HELPINGHAND_EXTEND_SMG
ACT_VM_HELPINGHAND_EXTEND_SMG_LAYER
ACT_VM_HELPINGHAND_EXTEND_SNIPER
ACT_VM_HELPINGHAND_EXTEND_SNIPER_LAYER
ACT_VM_HELPINGHAND_LOOP
ACT_VM_HELPINGHAND_LOOP_BAREHAND
ACT_VM_HELPINGHAND_LOOP_BAREHAND_LAYER
ACT_VM_HELPINGHAND_LOOP_DUAL_PISTOL
ACT_VM_HELPINGHAND_LOOP_DUAL_PISTOL_LAYER
ACT_VM_HELPINGHAND_LOOP_LAYER
ACT_VM_HELPINGHAND_LOOP_MEDKIT
ACT_VM_HELPINGHAND_LOOP_MEDKIT_LAYER
ACT_VM_HELPINGHAND_LOOP_MOLOTOV
ACT_VM_HELPINGHAND_LOOP_MOLOTOV_LAYER
ACT_VM_HELPINGHAND_LOOP_PAINPILLS
ACT_VM_HELPINGHAND_LOOP_PAINPILLS_LAYER
ACT_VM_HELPINGHAND_LOOP_PIPEBOMB
ACT_VM_HELPINGHAND_LOOP_PIPEBOMB_LAYER
ACT_VM_HELPINGHAND_LOOP_PISTOL
ACT_VM_HELPINGHAND_LOOP_PISTOL_LAYER
ACT_VM_HELPINGHAND_LOOP_RIFLE
ACT_VM_HELPINGHAND_LOOP_RIFLE_LAYER
ACT_VM_HELPINGHAND_LOOP_SMG
ACT_VM_HELPINGHAND_LOOP_SMG_LAYER
ACT_VM_HELPINGHAND_LOOP_SNIPER
ACT_VM_HELPINGHAND_LOOP_SNIPER_LAYER
ACT_VM_HELPINGHAND_RETRACT
ACT_VM_HELPINGHAND_RETRACT_BAREHAND
ACT_VM_HELPINGHAND_RETRACT_BAREHAND_LAYER
ACT_VM_HELPINGHAND_RETRACT_DUAL_PISTOL
ACT_VM_HELPINGHAND_RETRACT_DUAL_PISTOL_LAYER
ACT_VM_HELPINGHAND_RETRACT_LAYER
ACT_VM_HELPINGHAND_RETRACT_MEDKIT
ACT_VM_HELPINGHAND_RETRACT_MEDKIT_LAYER
ACT_VM_HELPINGHAND_RETRACT_MOLOTOV
ACT_VM_HELPINGHAND_RETRACT_MOLOTOV_LAYER
ACT_VM_HELPINGHAND_RETRACT_PAINPILLS
ACT_VM_HELPINGHAND_RETRACT_PAINPILLS_LAYER
ACT_VM_HELPINGHAND_RETRACT_PIPEBOMB
ACT_VM_HELPINGHAND_RETRACT_PIPEBOMB_LAYER
ACT_VM_HELPINGHAND_RETRACT_PISTOL
ACT_VM_HELPINGHAND_RETRACT_PISTOL_LAYER
ACT_VM_HELPINGHAND_RETRACT_RIFLE
ACT_VM_HELPINGHAND_RETRACT_RIFLE_LAYER
ACT_VM_HELPINGHAND_RETRACT_SMG
ACT_VM_HELPINGHAND_RETRACT_SMG_LAYER
ACT_VM_HELPINGHAND_RETRACT_SNIPER
ACT_VM_HELPINGHAND_RETRACT_SNIPER_LAYER
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_IDLE2REV
ACT_VM_IDLE_BAREHAND
ACT_VM_IDLE_DUAL_PISTOL
ACT_VM_IDLE_EMPTY_LEFT
ACT_VM_IDLE_GASCAN
ACT_VM_IDLE_LOWERED
ACT_VM_IDLE_MEDKIT
ACT_VM_IDLE_MOLOTOV
ACT_VM_IDLE_PAINPILLS
ACT_VM_IDLE_PIPEBOMB
ACT_VM_IDLE_PISTOL
ACT_VM_IDLE_RIFLE
ACT_VM_IDLE_SILENCED
ACT_VM_IDLE_SMG
ACT_VM_IDLE_SNIPER
ACT_VM_IDLE_TO_LOWERED
ACT_VM_IS_DRAW
ACT_VM_IS_HOLSTER
ACT_VM_IS_IDLE
ACT_VM_IS_PRIMARYATTACK
ACT_VM_ITEMPICKUP_EXTEND
ACT_VM_ITEMPICKUP_EXTEND_BAREHAND
ACT_VM_ITEMPICKUP_EXTEND_BAREHAND_LAYER
ACT_VM_ITEMPICKUP_EXTEND_DUAL_PISTOL
ACT_VM_ITEMPICKUP_EXTEND_DUAL_PISTOL_LAYER
ACT_VM_ITEMPICKUP_EXTEND_LAYER
ACT_VM_ITEMPICKUP_EXTEND_MEDKIT
ACT_VM_ITEMPICKUP_EXTEND_MEDKIT_LAYER
ACT_VM_ITEMPICKUP_EXTEND_MOLOTOV
ACT_VM_ITEMPICKUP_EXTEND_MOLOTOV_LAYER
ACT_VM_ITEMPICKUP_EXTEND_PAINPILLS
ACT_VM_ITEMPICKUP_EXTEND_PAINPILLS_LAYER
ACT_VM_ITEMPICKUP_EXTEND_PIPEBOMB
ACT_VM_ITEMPICKUP_EXTEND_PIPEBOMB_LAYER
ACT_VM_ITEMPICKUP_EXTEND_PISTOL
ACT_VM_ITEMPICKUP_EXTEND_PISTOL_LAYER
ACT_VM_ITEMPICKUP_EXTEND_RIFLE
ACT_VM_ITEMPICKUP_EXTEND_RIFLE_LAYER
ACT_VM_ITEMPICKUP_EXTEND_SMG
ACT_VM_ITEMPICKUP_EXTEND_SMG_LAYER
ACT_VM_ITEMPICKUP_EXTEND_SNIPER
ACT_VM_ITEMPICKUP_EXTEND_SNIPER_LAYER
ACT_VM_ITEMPICKUP_LOOP
ACT_VM_ITEMPICKUP_LOOP_BAREHAND
ACT_VM_ITEMPICKUP_LOOP_BAREHAND_LAYER
ACT_VM_ITEMPICKUP_LOOP_DUAL_PISTOL
ACT_VM_ITEMPICKUP_LOOP_DUAL_PISTOL_LAYER
ACT_VM_ITEMPICKUP_LOOP_LAYER
ACT_VM_ITEMPICKUP_LOOP_MEDKIT
ACT_VM_ITEMPICKUP_LOOP_MEDKIT_LAYER
ACT_VM_ITEMPICKUP_LOOP_MOLOTOV
ACT_VM_ITEMPICKUP_LOOP_MOLOTOV_LAYER
ACT_VM_ITEMPICKUP_LOOP_PAINPILLS
ACT_VM_ITEMPICKUP_LOOP_PAINPILLS_LAYER
ACT_VM_ITEMPICKUP_LOOP_PIPEBOMB
ACT_VM_ITEMPICKUP_LOOP_PIPEBOMB_LAYER
ACT_VM_ITEMPICKUP_LOOP_PISTOL
ACT_VM_ITEMPICKUP_LOOP_PISTOL_LAYER
ACT_VM_ITEMPICKUP_LOOP_RIFLE
ACT_VM_ITEMPICKUP_LOOP_RIFLE_LAYER
ACT_VM_ITEMPICKUP_LOOP_SMG
ACT_VM_ITEMPICKUP_LOOP_SMG_LAYER
ACT_VM_ITEMPICKUP_LOOP_SNIPER
ACT_VM_ITEMPICKUP_LOOP_SNIPER_LAYER
ACT_VM_ITEMPICKUP_RETRACT
ACT_VM_ITEMPICKUP_RETRACT_BAREHAND
ACT_VM_ITEMPICKUP_RETRACT_BAREHAND_LAYER
ACT_VM_ITEMPICKUP_RETRACT_DUAL_PISTOL
ACT_VM_ITEMPICKUP_RETRACT_DUAL_PISTOL_LAYER
ACT_VM_ITEMPICKUP_RETRACT_LAYER
ACT_VM_ITEMPICKUP_RETRACT_MEDKIT
ACT_VM_ITEMPICKUP_RETRACT_MEDKIT_LAYER
ACT_VM_ITEMPICKUP_RETRACT_MOLOTOV
ACT_VM_ITEMPICKUP_RETRACT_MOLOTOV_LAYER
ACT_VM_ITEMPICKUP_RETRACT_PAINPILLS
ACT_VM_ITEMPICKUP_RETRACT_PAINPILLS_LAYER
ACT_VM_ITEMPICKUP_RETRACT_PIPEBOMB
ACT_VM_ITEMPICKUP_RETRACT_PIPEBOMB_LAYER
ACT_VM_ITEMPICKUP_RETRACT_PISTOL
ACT_VM_ITEMPICKUP_RETRACT_PISTOL_LAYER
ACT_VM_ITEMPICKUP_RETRACT_RIFLE
ACT_VM_ITEMPICKUP_RETRACT_RIFLE_LAYER
ACT_VM_ITEMPICKUP_RETRACT_SMG
ACT_VM_ITEMPICKUP_RETRACT_SMG_LAYER
ACT_VM_ITEMPICKUP_RETRACT_SNIPER
ACT_VM_ITEMPICKUP_RETRACT_SNIPER_LAYER
ACT_VM_LOWERED_TO_IDLE
ACT_VM_LUNGE
ACT_VM_LUNGE_LAYER
ACT_VM_LUNGE_OFFWALL
ACT_VM_LUNGE_OFFWALL_LAYER
ACT_VM_LUNGE_POUNCE
ACT_VM_LUNGE_POUNCE_LAYER
ACT_VM_LUNGE_PUSH
ACT_VM_LUNGE_PUSH_LAYER
ACT_VM_MAUL_LOOP
ACT_VM_MELEE
ACT_VM_MELEE_BAREHAND
ACT_VM_MELEE_BAREHAND_LAYER
ACT_VM_MELEE_DUAL_PISTOL
ACT_VM_MELEE_DUAL_PISTOL_LAYER
ACT_VM_MELEE_GASCAN
ACT_VM_MELEE_LAYER
ACT_VM_MELEE_MEDKIT
ACT_VM_MELEE_MEDKIT_LAYER
ACT_VM_MELEE_MOLOTOV
ACT_VM_MELEE_MOLOTOV_LAYER
ACT_VM_MELEE_PAINPILLS
ACT_VM_MELEE_PAINPILLS_LAYER
ACT_VM_MELEE_PIPEBOMB
ACT_VM_MELEE_PIPEBOMB_LAYER
ACT_VM_MELEE_PISTOL
ACT_VM_MELEE_PISTOL_LAYER
ACT_VM_MELEE_RIFLE
ACT_VM_MELEE_RIFLE_LAYER
ACT_VM_MELEE_SMG
ACT_VM_MELEE_SMG_LAYER
ACT_VM_MELEE_SNIPER
ACT_VM_MELEE_SNIPER_LAYER
ACT_VM_MISSCENTER
ACT_VM_MISSCENTER2
ACT_VM_MISSLEFT
ACT_VM_MISSLEFT2
ACT_VM_MISSRIGHT
ACT_VM_MISSRIGHT2
ACT_VM_PICKUP
ACT_VM_PICKUP_CHARGING
ACT_VM_PICKUP_CHARGING_DUAL_PISTOL
ACT_VM_PICKUP_CHARGING_DUAL_PISTOL_LAYER
ACT_VM_PICKUP_CHARGING_LAYER
ACT_VM_PICKUP_CHARGING_RIFLE
ACT_VM_PICKUP_CHARGING_RIFLE_LAYER
ACT_VM_PICKUP_CHARGING_SMG
ACT_VM_PICKUP_CHARGING_SMG_LAYER
ACT_VM_PICKUP_CHARGING_SNIPER
ACT_VM_PICKUP_CHARGING_SNIPER_LAYER
ACT_VM_PICKUP_CLIPIN
ACT_VM_PICKUP_CLIPIN_DUAL_PISTOL
ACT_VM_PICKUP_CLIPIN_DUAL_PISTOL_LAYER
ACT_VM_PICKUP_CLIPIN_LAYER
ACT_VM_PICKUP_CLIPIN_RIFLE
ACT_VM_PICKUP_CLIPIN_RIFLE_LAYER
ACT_VM_PICKUP_CLIPIN_SMG
ACT_VM_PICKUP_CLIPIN_SMG_LAYER
ACT_VM_PICKUP_CLIPIN_SNIPER
ACT_VM_PICKUP_CLIPIN_SNIPER_LAYER
ACT_VM_PICKUP_DUAL_PISTOL
ACT_VM_PICKUP_DUAL_PISTOL_LAYER
ACT_VM_PICKUP_FASSIST
ACT_VM_PICKUP_FASSIST_LAYER
ACT_VM_PICKUP_FASSIST_RIFLE
ACT_VM_PICKUP_FASSIST_RIFLE_LAYER
ACT_VM_PICKUP_LAYER
ACT_VM_PICKUP_RIFLE
ACT_VM_PICKUP_RIFLE_LAYER
ACT_VM_PICKUP_SMG
ACT_VM_PICKUP_SMG_LAYER
ACT_VM_PICKUP_SNIPER
ACT_VM_PICKUP_SNIPER_LAYER
ACT_VM_POUNCE
ACT_VM_POUNCE_LAYER
ACT_VM_PRIMARYATTACK
ACT_VM_PRIMARYATTACK_DUAL_PISTOL
ACT_VM_PRIMARYATTACK_LAYER
ACT_VM_PRIMARYATTACK_PISTOL
ACT_VM_PRIMARYATTACK_RIFLE
ACT_VM_PRIMARYATTACK_SILENCED
ACT_VM_PRIMARYATTACK_SMG
ACT_VM_PRIMARYATTACK_SNIPER
ACT_VM_PULLBACK
ACT_VM_PULLBACK_HIGH
ACT_VM_PULLBACK_LOW
ACT_VM_PULLPIN
ACT_VM_PULLPIN_GASCAN
ACT_VM_PULLPIN_LAYER
ACT_VM_PULLPIN_MOLOTOV
ACT_VM_PULLPIN_MOLOTOV_LAYER
ACT_VM_PULLPIN_PIPEBOMB
ACT_VM_PULLPIN_PIPEBOMB_LAYER
ACT_VM_PUMMEL_ATTACK
ACT_VM_RECOIL1
ACT_VM_RECOIL2
ACT_VM_RECOIL3
ACT_VM_RELEASE
ACT_VM_RELOAD
ACT_VM_RELOAD_CLIPIN
ACT_VM_RELOAD_CLIPIN_DUAL_PISTOL
ACT_VM_RELOAD_CLIPIN_DUAL_PISTOL_LAYER
ACT_VM_RELOAD_CLIPIN_LAYER
ACT_VM_RELOAD_CLIPOUT
ACT_VM_RELOAD_CLIPOUT_DUAL_PISTOL
ACT_VM_RELOAD_CLIPOUT_DUAL_PISTOL_LAYER
ACT_VM_RELOAD_CLIPOUT_LAYER
ACT_VM_RELOAD_CLIPOUT_PISTOL
ACT_VM_RELOAD_CLIPOUT_PISTOL_LAYER
ACT_VM_RELOAD_CLIPOUT_RIFLE
ACT_VM_RELOAD_CLIPOUT_RIFLE_LAYER
ACT_VM_RELOAD_CLIPOUT_SMG
ACT_VM_RELOAD_CLIPOUT_SMG_LAYER
ACT_VM_RELOAD_CLIPOUT_SNIPER
ACT_VM_RELOAD_CLIPOUT_SNIPER_LAYER
ACT_VM_RELOAD_DUAL_PISTOL
ACT_VM_RELOAD_DUAL_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY
ACT_VM_RELOAD_EMPTY_CLIPIN
ACT_VM_RELOAD_EMPTY_CLIPIN2
ACT_VM_RELOAD_EMPTY_CLIPIN2_DUAL_PISTOL
ACT_VM_RELOAD_EMPTY_CLIPIN2_DUAL_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY_CLIPIN2_LAYER
ACT_VM_RELOAD_EMPTY_CLIPIN_DUAL_PISTOL
ACT_VM_RELOAD_EMPTY_CLIPIN_DUAL_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY_CLIPIN_LAYER
ACT_VM_RELOAD_EMPTY_CLIPIN_PISTOL
ACT_VM_RELOAD_EMPTY_CLIPIN_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY_CLIPIN_RIFLE
ACT_VM_RELOAD_EMPTY_CLIPIN_RIFLE_LAYER
ACT_VM_RELOAD_EMPTY_CLIPIN_SMG
ACT_VM_RELOAD_EMPTY_CLIPIN_SMG_LAYER
ACT_VM_RELOAD_EMPTY_CLIPIN_SNIPER
ACT_VM_RELOAD_EMPTY_CLIPIN_SNIPER_LAYER
ACT_VM_RELOAD_EMPTY_CLIPOUT
ACT_VM_RELOAD_EMPTY_CLIPOUT_DUAL_PISTOL
ACT_VM_RELOAD_EMPTY_CLIPOUT_DUAL_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY_CLIPOUT_LAYER
ACT_VM_RELOAD_EMPTY_CLIPOUT_PISTOL
ACT_VM_RELOAD_EMPTY_CLIPOUT_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY_CLIPOUT_RIFLE
ACT_VM_RELOAD_EMPTY_CLIPOUT_RIFLE_LAYER
ACT_VM_RELOAD_EMPTY_CLIPOUT_SMG
ACT_VM_RELOAD_EMPTY_CLIPOUT_SMG_LAYER
ACT_VM_RELOAD_EMPTY_CLIPOUT_SNIPER
ACT_VM_RELOAD_EMPTY_CLIPOUT_SNIPER_LAYER
ACT_VM_RELOAD_EMPTY_DUAL_PISTOL
ACT_VM_RELOAD_EMPTY_DUAL_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY_LAYER
ACT_VM_RELOAD_EMPTY_PISTOL
ACT_VM_RELOAD_EMPTY_PISTOL_LAYER
ACT_VM_RELOAD_EMPTY_RIFLE
ACT_VM_RELOAD_EMPTY_RIFLE_LAYER
ACT_VM_RELOAD_EMPTY_SMG
ACT_VM_RELOAD_EMPTY_SMG_LAYER
ACT_VM_RELOAD_EMPTY_SNIPER
ACT_VM_RELOAD_EMPTY_SNIPER_LAYER
ACT_VM_RELOAD_END
ACT_VM_RELOAD_END_LAYER
ACT_VM_RELOAD_LAYER
ACT_VM_RELOAD_LOOP
ACT_VM_RELOAD_LOOP_LAYER
ACT_VM_RELOAD_PISTOL
ACT_VM_RELOAD_PISTOL_LAYER
ACT_VM_RELOAD_PUMP
ACT_VM_RELOAD_PUMP_LAYER
ACT_VM_RELOAD_RIFLE
ACT_VM_RELOAD_RIFLE_LAYER
ACT_VM_RELOAD_SILENCED
ACT_VM_RELOAD_SMG
ACT_VM_RELOAD_SMG_LAYER
ACT_VM_RELOAD_SNIPER
ACT_VM_RELOAD_SNIPER_LAYER
ACT_VM_REV2IDLE
ACT_VM_SECONDARYATTACK
ACT_VM_SECONDARYATTACK_DUAL_PISTOL
ACT_VM_SECONDARYATTACK_DUAL_PISTOL_LAYER
ACT_VM_SECONDARYATTACK_LAYER
ACT_VM_SHOOT_DUAL_PISTOL_LAYER
ACT_VM_SHOOT_LAYER
ACT_VM_SHOOT_PISTOL_LAYER
ACT_VM_SHOOT_RIFLE_LAYER
ACT_VM_SHOOT_SMG_LAYER
ACT_VM_SHOOT_SNIPER_LAYER
ACT_VM_SHRIEK
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_THROW_GASCAN
ACT_VM_THROW_LAYER
ACT_VM_THROW_MOLOTOV
ACT_VM_THROW_MOLOTOV_LAYER
ACT_VM_THROW_PIPEBOMB
ACT_VM_THROW_PIPEBOMB_LAYER
ACT_VM_TONGUE
ACT_VM_TONGUE_LAYER
ACT_VM_UNUSABLE
ACT_VM_UNUSABLE_TO_USABLE
ACT_VM_USABLE_TO_UNUSABLE
ACT_VM_USE_PAINPILLS
ACT_VM_USE_PAINPILLS_LAYER
ACT_VM_VOMIT
ACT_VM_VOMIT_LAYER
ACT_WALK
ACT_WALK_AGITATED
ACT_WALK_AIM
ACT_WALK_AIM_AGITATED
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_AXE
ACT_WALK_BAT
ACT_WALK_CALM
ACT_WALK_CALM_CHAINSAW
ACT_WALK_CALM_ELITES
ACT_WALK_CALM_GNOME
ACT_WALK_CALM_GRENADELAUNCHER
ACT_WALK_CALM_PISTOL
ACT_WALK_CALM_PUMPSHOTGUN
ACT_WALK_CALM_RIFLE
ACT_WALK_CALM_SMG
ACT_WALK_CALM_SNIPER
ACT_WALK_CALM_SNIPER_MILITARY
ACT_WALK_CARRY
ACT_WALK_CHAINSAW
ACT_WALK_CROUCH
ACT_WALK_CROUCH_AIM
ACT_WALK_CROUCH_AIM_RIFLE
ACT_WALK_CROUCH_RIFLE
ACT_WALK_CROUCH_RPG
ACT_WALK_ELITES
ACT_WALK_FIRSTAIDKIT
ACT_WALK_FRYINGPAN
ACT_WALK_GASCAN
ACT_WALK_GNOME
ACT_WALK_GREN
ACT_WALK_GRENADELAUNCHER
ACT_WALK_GREN_PULL_BACK
ACT_WALK_GUITAR
ACT_WALK_HURT
ACT_WALK_INJURED
ACT_WALK_INJURED_AXE
ACT_WALK_INJURED_BAT
ACT_WALK_INJURED_CHAINSAW
ACT_WALK_INJURED_ELITES
ACT_WALK_INJURED_FIRSTAIDKIT
ACT_WALK_INJURED_FRYINGPAN
ACT_WALK_INJURED_GNOME
ACT_WALK_INJURED_GREN
ACT_WALK_INJURED_GRENADELAUNCHER
ACT_WALK_INJURED_GREN_PULL_BACK
ACT_WALK_INJURED_GUITAR
ACT_WALK_INJURED_PISTOL
ACT_WALK_INJURED_PUMPSHOTGUN
ACT_WALK_INJURED_RIFLE
ACT_WALK_INJURED_SMG
ACT_WALK_INJURED_SNIPER
ACT_WALK_INJURED_SNIPER_MILITARY
ACT_WALK_O2
ACT_WALK_ON_FIRE
ACT_WALK_PACKAGE
ACT_WALK_PISTOL
ACT_WALK_PUMPSHOTGUN
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_SHOTGUN
ACT_WALK_SMG
ACT_WALK_SNIPER
ACT_WALK_SNIPER_MILITARY
ACT_WALK_STEALTH
ACT_WALK_STEALTH_PISTOL
ACT_WALK_STIMULATED
ACT_WALK_SUITCASE
AD;BD
ADDED %s (%s) to transition.\n
ADDED.\n
ADRENALINE
ADx3
AE_AMMOCRATE_PICKUP_AMMO
AE_ATTACK_END
AE_ATTACK_HIT
AE_ATTACK_START
AE_CHARGER_POUND_IMPACT
AE_CHARGER_POUND_SOUND
AE_CHARGER_POUND_VOCALIZE
AE_CLIENT_EFFECT_ATTACH
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_DEFIBRILLATOR_SHOCK
AE_EMPTY
AE_FOOTSTEP_LEFT
AE_FOOTSTEP_RIGHT
AE_HIDE_WEAPON
AE_HIT_ARM_LEFT_SEVERED
AE_HIT_ARM_RIGHT_SEVERED
AE_HIT_BACK
AE_HIT_BACK_LOWER
AE_HIT_BACK_UPPER
AE_HIT_CHEST
AE_HIT_FRONT
AE_HIT_HEAD_BACK
AE_HIT_HEAD_FRONT
AE_HIT_LEFT
AE_HIT_LEG_LEFT_BACK
AE_HIT_LEG_LEFT_FRONT
AE_HIT_LEG_LEFT_SEVERED
AE_HIT_LEG_RIGHT_BACK
AE_HIT_LEG_RIGHT_FRONT
AE_HIT_LEG_RIGHT_SEVERED
AE_HIT_RIGHT
AE_HIT_SHOULDER_LEFT_BACK
AE_HIT_SHOULDER_LEFT_FRONT
AE_HIT_SHOULDER_RIGHT_BACK
AE_HIT_SHOULDER_RIGHT_FRONT
AE_HIT_STOMACH
AE_LOCK_STATE_CHANGED
AE_MARINE_FOOTSTEP
AE_MARINE_RELOAD_SOUND_A
AE_MARINE_RELOAD_SOUND_B
AE_MARINE_RELOAD_SOUND_C
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_OPTIONAL_END
AE_PICKUP_CHARGING
AE_PICKUP_CLIPIN
AE_PICKUP_FASSIST
AE_RAGDOLL
AE_RELOAD_CLIPIN
AE_RELOAD_CLIPOUT
AE_RELOAD_EMPTY_CLIPIN
AE_RELOAD_EMPTY_CLIPIN2
AE_RELOAD_EMPTY_CLIPOUT
AE_RELOAD_PUMPEND
AE_RELOAD_SHELL_INSERT
AE_REMOVE_CLIENT_AIM
AE_SHOW_WEAPON
AE_START_SCRIPTED_EFFECT
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
AFTER_DEATH
AFTER_MISSION_END
AIBehaviorChannelSaveHeader_t
AIChannelScheduleState_t
AIRBOAT
AIWalkable
AI_BaseNPC.SentenceStop
AI_Response
AI_ResponseParams
AI_ResponseScriptWrapper
AI_ResponseSystem:  Unxpected TokenWaiting() with NULL buffer in %s
ALERT: why is Ragdoll pointer null?
ALIVE
ALLOW_BASH_ALL
ALLOW_BASH_NONE
ALLOW_BASH_PUSHONLY
ALWAYSGIB
AMMO
AMMO_CARRIED_ITEM
AMMO_TYPE_ADRENALINE
AMMO_TYPE_ASSAULTRIFLE
AMMO_TYPE_AUTOSHOTGUN
AMMO_TYPE_CHAINSAW
AMMO_TYPE_FIRSTAID
AMMO_TYPE_GRENADELAUNCHER
AMMO_TYPE_HUNTINGRIFLE
AMMO_TYPE_M60
AMMO_TYPE_MINIGUN
AMMO_TYPE_MOLOTOV
AMMO_TYPE_PAINPILLS
AMMO_TYPE_PIPEBOMB
AMMO_TYPE_PISTOL
AMMO_TYPE_PISTOL_MAGNUM
AMMO_TYPE_SHOTGUN
AMMO_TYPE_SMG
AMMO_TYPE_SNIPERRIFLE
AMMO_TYPE_TURRET
AMMO_TYPE_VOMITJAR
ANIMATION
ANYWHERE
AP;BP
APE_
AR2AltFire
ARAB
AVOID
AVOID 
AVelocity: %.2f %.2f %.2f
Abandonment
Ability isn't leap!
AbusiveBehavior
Acceleration while tongued.
AccelerationContext
AccountIDPlayer
Accuracy = %d%%.  %d rounds fired (%d hits, %d headshots).
AccuracyDivisor
AccuracyOffset
AccuracyQuadratic
Achievement
Achievement count increased for %s: %d/%d\n
AchievementData
AchievementEvent
AchievementID
Achievements
Achievements disabled, ignoring achievement progress for %s\n
Achievements disabled: Steam not running.\n
Action
Activate
Activate scripted mode.
ActivateSkybox
ActiveWeapon
ActiveWeaponContext
ActiveWeaponThink
Activity %s
Add a Survivor Bot.
Add a filter to the game debug overlay
Add a line to the debug history. Format: <category id> <line>
Add a rule to the decision database.
Add a watch to the game debug overlay
Add an Infected - optional x y z arguments for world position to add them
Add an entity to the template spawner
Add current area to the selected set.
Add items to the NextBot debug filter. Items can be entindexes or part of the indentifier of one or more bots.
Add more l4d specific data to the bug report.
Add specified area id to the selected set.
AddContext
AddContextForScript
AddContextForScriptNumeric
AddHealth
AddIncomingConnection
AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin\n
AddMultiDamage:  g_MultiDamage.GetDamagePosition() == vec3_origin\n
AddOutput
AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>\n
AddPlayer
AddRule
AddRule(CRule) : Add a CRule object (defined in rulescript_base.nut) 
AddSlides
AddTemplate
AddThinkToEnt
AddToCounter
AddToSpawnTimer
AddToTimer
Added area %d.  ( to go there: setpos %f %f %f )\n
Adding a survivor bot to fill out Survivor team\n
AddonAttachment
AddonModel
Adds a late bound think function to the C++ think tables for the obj
Adds all areas in a radius to the selection set
Adds all blocked areas to the selected set
Adds all damaging areas to the selected set
Adds all invalid areas to the Selected Set.
Adds all obstructed areas to the selected set
Adds all stairway areas to the selected set
Adds an I/O connection that will call the named function when the specified output fires
Adds an upgrade to the survivor
Adrenaline
AdrenalineDensity
AdrenalineShared
AdrenalineUsed
AdvanceFinaleState
Af6]
Aff.
Affffff.
After a loss, restart the round after this many seconds.
After a match ends, move on to post-round state after this many seconds.
After a round, restart the round after this many seconds.
After a successful vote, restart the map after this many seconds.
After a tie, restart the round after this many seconds.
After being destroyed, time until a scavenge item will respawn
After each horde attack, reduce the interval by this many seconds
After each special wave, increase max boomers by this amount.
After each special wave, increase max chargers by this amount.
After each special wave, increase max hunters by this amount.
After each special wave, increase max jockeys by this amount.
After each special wave, increase max smokers by this amount.
After each special wave, increase max specials by this amount.
After each special wave, increase max spitters by this amount.
After each special wave, reduce the spawn interval by this many seconds
After some number of waves, reduce the interval by this many seconds
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.
After this many seconds, increase special zombie limits
Aim forced
Aiming at selected target
Aiming at victim
Aiming vomit at victim
Air drag of vomit damage entities.
Airport
AlarmEndThink
AlarmTouch
Alert
AliveSurvivors
All Special Infected (Player and AI)
All survivors must be below this intensity before a Peak is allowed to switch to Relax (in addition to the normal peak timer)
All survivors must be below this intensity during RELAX for wandering zombies to be spawned
AllPlayersConnectedGameStarting
AllocGroundLink: failed to allocate groundlink_t.!!!\n
AllocTouchLink: failed to allocate touchlink_t.\n
Allow a server of nothing but bots
Allow a survivor team of nothing but bots. Human players are still required for the game to be active.
Allow a team of nothing but bots, advance through maps and loop back to start
Allow bots to fill empty slots on the infected team
Allow ghosts to materialize while players are in the start area
Allow ghosts: %d
Allow incaps: %d
Allow sidestepping left/right to acquire common infected targets
Allow spectating zombies
Allow survivorbots to shoot through fellow survivors
Allow survivors to push survivors with a right click.
Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
Allow voting? (Requires mod's support first.)
AllowBash
AllowCrescendoEvents
AllowFallenSurvivorItem
AllowFlipping
AllowTakeDamage
AllowWeaponSpawn
AllowWitchesInCheckpoints
Allowable game types, usually set on server launch command line.
Allowable z distance of selectable areas from the start area.
Allowing spawning - %s left safe area\n
Allows team members to injure other members of their team
Alpha
Alpha Fade In Random
Alpha Fade Out Random
Alpha Fade and Decay
Alpha Random
AlternativeSorting
AlwaysAllowWanderers
Ambient
Ambient Mob has no path to the destination!\n
Ambiguous\n
Ambushing a nearby Boomer
Ammo
AmmoDenied
AmmoDensity
AmmoUseAccum: %2.2f
Amount of damage done by a PZ boomer's regular melee attack
Amount of damage done by a PZ charger's regular melee attack
Amount of damage done by a PZ hunter's regular melee attack
Amount of damage done by a PZ jockey's regular melee attack
Amount of damage done by a PZ smoker's regular melee attack
Amount of damage done by a PZ spitter's regular melee attack
Amount of damage done by a vs tank's melee attack
Amount spawn interval increases for each child
Amount the look controller must move before unlocking a teammate in focus
Amplitude
An AI_Concept couldn't find its string in the symbol table!\n
An enemy needs to have been seen this recently to say "Reloading"
An entry in rule %s's "criterion" array wasn't a script table. Instead it was a %s.\n\tRejecting rule.
An isolated instance of a rulescript database.
Anchor nav_begin_area Z to editing player's feet
Angle sensor '%s' could not find look at entity '%s'.\n
Angle that survivor shove will hit hunters
Angle that survivor shove will hit hunters while pouncing
Angle that survivor shove will hit jockeys while leaping
AngleThink
Angles
Angular change from parent
AnimThink
AnimTimeMustBeFirst
AnimateThink
AnimateUntilDead
Animated characters who have vertex flex capability.
Animating models
AppID
Applies the comma delimited key=value pairs to the entity with the given Hammer ID.\n\tFormat: ent_keyvalue <entity id> <key1>=<value1>,<key2>=<value2>,...,<keyN>=<valueN>\n
Apply a Velocity Impulse
Apply an Ang Velocity Impulse
Apply passed flags to passed infected or all commons if 2nd param is null
ApplyAbsVelocityImpulse
ApplyEntity
ApplyLocalAngularVelocityImpulse
ApplyNavAttributes
ApplyScore
Approach ascending ladder
Approach descending ladder
Approaching
AreAllSurvivorsInBattlefield
AreAllSurvivorsInFinaleArea
AreTeamsFlipped
Area #%d %s %s\n
Area #%d %s is blocked\n
Area %d didn't get any nodes!\n
Area %d has area %d on both 2-way and incoming list, should only be on one\n
Area %d has incoming connection from area %d but does not appear on latter's outgoing connection list\n
Area %d has multiple incoming connections to area %d in direction %d\n
Area %d has multiple outgoing connections to area %d in direction %d\n
Area %d has one-way connect to area %d but does not appear on the latter's incoming list\n
Area %d is NAV_MOB_ONLY\n
Area %d is NAV_TANK_ONLY\n
Area %d is not NAV_MOB_ONLY\n
Area %d is not NAV_TANK_ONLY\n
Area %d(%f %f %f) is NAV_MOB_ONLY\n
Area %d(%f %f %f) is NAV_TANK_ONLY\n
Area %d(%f %f %f) is not NAV_MOB_ONLY\n
Area %d(%f %f %f) is not NAV_TANK_ONLY\n
Area %d(%f %f %f)\n
Area of the bottom of the ladder
Area of the top of the ladder
Area unmarked.\n
AreaPortal
AreaScan
AreaScanThink
Areas with non-walkable connections check
Arguments: ( area, area, flMaxPathLength ) - compute distance between two areas. Return -1 if can't reach 'endArea' from 'startArea'
Arguments: ( area, area, goalPos, flMaxPathLength, teamID, ignoreNavBlockers ) - returns true if a path exists
Arguments: ( areaID ) - get nav area by ID
Arguments: ( bits, table ) - fills a passed in table of all nav areas that have the specified attributes
Arguments: ( entity ) - registers avoidance obstacle
Arguments: ( entity ) - unregisters avoidance obstacle
Arguments: ( entity, criteriaName ) - returns a string
Arguments: ( entity, criteriaName ) - returns true if the criterion exists
Arguments: ( entity, outputName ) - returns the number of array elements
Arguments: ( entity, outputName ) - returns true if an action exists for the output
Arguments: ( entity, outputName ) - returns true if the output exists
Arguments: ( entity, outputName, table, arrayElement ) - returns a table of output information
Arguments: ( entity, outputName, targetName, inputName, parameter ) - remove an output from the entity
Arguments: ( entity, outputName, targetName, inputName, parameter, delay, timesToFire ) - add a new output to the entity
Arguments: ( entity, propertyName )
Arguments: ( entity, propertyName ) - return the prop type as a string
Arguments: ( entity, propertyName ) - returns an entity
Arguments: ( entity, propertyName, arrayElement )
Arguments: ( entity, propertyName, arrayElement ) - returns an entity
Arguments: ( entity, propertyName, value )
Arguments: ( entity, propertyName, value, arrayElement )
Arguments: ( entity, table ) - fills passed in table with areas overlapping entity's extent
Arguments: ( entity, table ) - returns a table of all criteria
Arguments: ( ladderID ) - get nav ladder by ID
Arguments: ( origin, flBeneath ) - given a position in the world, return the nav area that is closest to or below that height.
Arguments: ( origin, maxDist, checkLOS, checkGround ) - given a position in the world, return the nav area that is closest to or below that height.
Arguments: ( origin, radius, table ) - fills a passed in table of nav areas within radius
Arguments: ( startpos, endpos, ignoreArea ) - get nav ladder from ray
Arguments: ( startpos, endpos, ignoreAreaID ) - get nav area from ray
Arguments: ( table ) - Fills the table with areas from a path. Returns whether a path was found
Arguments: ( table ) - fills a passed in table of all nav areas
Arguments: ( table ) - fills a passed in table of all nav ladders
Arguments: ( table ) - fills a passed in table of all obstructing entities
Armor Ricochet
Ascend
Ask whether the main sequence is done playing
Asleep
Assault!
AssemblePrecomputedPath
Assertion Failed: !m_bNeedsSort
Assertion Failed: g_StudioHdrToActivityMaps[i].nRefs == 0
Attached
Attachment index for attachment mode
Attack and Reload
Attack path failed while we're on fire
Attack2Axis
AttackAxis
Attacked while healing friend
Attacked while reviving friend
Attacker
Attacker out of reach
Attacking Survivor that injured me
Attacking Survivor that stayed close for too long
Attacking person who caught me on fire
AttemptToMaterialize
Attempted to ConvertToCopiedData for unsupported type (%d)\n
Attempted to create unknown entity type %s!\n
Attempted to destroy unknown entity type %s!\n
Attempted to free unknown sound %d!\n
Attempted to restore FIELD_EMBEDDEDBYREF %s but there is no destination memory\n
Attempting to populate %s %d items out of a possible %d \n
Attempting to precache model, but model name is NULL\n
Attempting to spawn a survivor bot\n
Attempts to build a nav ladder on the climbable surface under the cursor.
Attribute "%s" was defined more than once.\n
Attributes
Auto director allows spectators to become camera man
Auto director uses fixed level cameras for shots
Auto-center players on ladders.
AutoGameSystem already added to game system list!!!\n
AutoGenerated(%s)
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
AutoIKRelease (%s) got an out of range chain %d (%d)\n
Autogenerate nav areas on fence and obstacle tops
Automatically set by the game when a commentary file is available for the current map.
Automatically swaps the current weapon for the bug bait and back again.
Avelocity: %.2f %.2f %.2f
Average
Average lifetime of each flame in seconds
AverageHealAmount
Avg dist: %2.2f, min: %2.2f, max: %2.2f\n
Awake
Award
AwardName:
B0x.
B11SurvivorBot
B13CCSWeaponInfo
B13TerrorNavMesh
B33cB
B5CFire
B7CCharge
B9CTankClaw
BADFUNCTIONPOINTER
BATTLEFIELD
BATTLESTATION
BEEP_CONTEXT
BEHAVIOR
BEHIND
BFHu
BH t\
BILI
BLAST
BLAST_SURFACE
BLOCKED_SURVIVOR 
BLOCKED_ZOMBIE 
BNorth
BOOMER
BORING
BOT_CANT_FEEL
BOT_CANT_HEAR
BOT_CANT_SEE
BOT_CMD_ATTACK
BOT_CMD_MOVE
BOT_CMD_RESET
BOT_CMD_RETREAT
BOT_QUERY_NOTARGET
BREAKABLEWALL
BREAKABLEWALL 
BSP Decal
BUCKSHOT
BUG REPORTER ACTIVATED BY: %s\n
BUG: CCSGameMovement::CheckParameters - too many stacking levels.\n
BULLET
BURN
BURNING
BX9A0uA
B\fF9
B\fG9
B\ffff.
Back
BackgroundBModel
Backtrack failed completely, bad starting position\n
Backtrack got most of the way\n
BacktrackEntity
Backward
Bad character in script list (%s)\n
Bad expression operator: '%c%c', expected C style operator
Bad expression token: %c
Bad field in entity!!\n
Bad field type\n
Bad nav area pointer
Bad pstudiohdr in GetSequenceLinearMotion()!\n
Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\n
Bad rule passed to Script_AddDecisionRule: no criteria\n
Bad rule passed to Script_AddDecisionRule: no responses\n
Bad rule passed to Script_AddDecisionRule: no rulename\n
Bad sequence (%i out of %i max) in GetSequenceLinearMotion() for model '%s'!\n
Bad sequence in GetSequenceActivityName() for model '%s'!\n
Bad sequence in GetSequenceName() for model '%s'!\n
Bad sequence of path_tracks from %s\n
Bad type %d in saved variant_t\n
Bad vphysics swap for %s\n
BarTime
Barbed
Base Attribute Flags: 0x%08x\n
Base PropData: %s
Base combat characters.
BaseCombatCharacter.AmmoPickup
BaseCombatCharacter.CorpseGib
BaseCombatCharacter.StopWeaponSounds
BaseCombatWeapon.WeaponDrop
BaseCombatWeapon.WeaponMaterialize
BaseCombatWeapon_HideThink
BaseEntity.EnterWater
BaseEntity.ExitWater
BaseExplosionEffect.Sound
BaseGrenade.Explode
BaseNPCs and hint groups do not exist in Left4Dead.\n
BaseNPCs do not exist in Left4Dead.\n
BasePiece
BaseSpread
BashWithItem
Battery
Battle Stations = %d:\n
Bd;BL}z
BeamEntPoint
BeamEnts
BeamFollow
BeamLaser
BeamPoints
BeamRing
BeamRingPoint
BeamSpline
BecomeRagdoll
Begin a director script
Begin an iteration over the list of entities
Begin shifting the Selected Set.
BeginFadeOutThink
BeginRestoreEntities without previous EndRestoreEntities.\n
BeginScript
BeginScriptDebug
BeginShutdownThink
Behavior
BehaviorBackUp
BehaviorMoveTo
BeingHealed
BeingJockeyed
Benchmark CRC       : %d\n
Benchmark: %d%% complete.\n
Bend point %d: %f %f %f
Beyond no-loft range, Tank adds this angle/distance when throwing
BigShot
Biker
BileMobSize
Bill
Binding_AddRuleFromScript
Binding_FindAllMatches
Binding_FindAllMatches(query,leeway) : Returns an array of all matching responses. If leeway is nonzero, all results scoring within 'leeway' of the best score return. 
Binding_FindBestMatch
Binding_FindBestMatch(query) : Query the database and return the best result found. If multiple of equal score found, an arbitrary one returns. 
BlackBoxVersion001
BlendBonesMode
BlendTonemapScale
BlindingFlash
Blindness wore off
Blkd
Block loading of the navmesh. Unplayable, only used for memory sampling.
BlockDamage
BlockNav
BlockType
BlockType: %s
Blocked by player on train!\n
Blocking load of scene from '%s'\n
Blood
Blood Sprite
Blood Stream
Blood.Splat
Blood.Spurt
BlurFade
Body Yaw: %.2f, Body Pitch: %.2f
Body facing
Bogus constraint %s (attaches %s to ENTITY NOT FOUND:%s)\n
Bogus constraint %s (attaches ENTITY NOT FOUND:%s to %s)\n
Bogus object in Ragdoll Prop's ragdoll list!\n
Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n
Bogus teleport notification!!\n
BoltWidth
Bonus score for infected, per incap in a chapter
Bonus score per survivor for completing a chapter
BoogieThink
Boomer
Boomer.%s
Boomer::Precache
BoomerArmsVariant
BoomerAssault
BoomerAssistDamage
BoomerAttack
BoomerBehavior
BoomerBlunder
BoomerDamage
BoomerHide
BoomerIncaps
BoomerIntention::Update
BoomerKills
BoomerLimit
BoomerRetreatToCover
BoomerSelfDestruct
BoomerVariant
BoomerVomitOnVictim
BoomerZombie.Alert
BoomerZombie.Attack
BoomerZombie.Detonate
BoomerZombie.Fall
BoomerZombie.Groan
BoomerZombie.Gurgle
BoomerZombie.Pain
BoomerZombie.PainShort
BoomerZombie.Rage
BoomerZombie.Voice
BoomerZombie.Warn
Boomers splat instead of making a thud when taking this much falling damage
Boomers splattering on the ground make survivors inside this radius it
BoometteVariant
Borrow
Bot.EditSwitchOff
Bot.EditSwitchOn
Bot.StuckSound
Bot.StuckStart
BotAudibleRange
BotClosestFriend
BotClosestHumanFriend
BotClosestInCombatFriend
BotClosestVisibleFriend
BotIsAvailable
BotIsInNarrowCorridor
BotIsNearCheckpoint
BotManager001
BotNearbyVisibleFriendCount
BotQuery
BotTeamLeader
BotTimeSinceAnyFriendVisible
Bounce multiplier for when physically simulated objects collide with other objects.
Bounce.Concrete
Bounce.Flesh
Bounce.Glass
Bounce.Metal
Bounce.PistolShell
Bounce.RifleShell
Bounce.Shell
Bounce.ShotgunShell
Bounce.Shrapnel
Bounce.Wood
BounceGibTouch
BounceTouch
Branch (%s): %s
Branch value: %s
Branch01
Branch02
Branch03
Branch04
Branch05
Branch06
Branch07
Branch08
Branch09
Branch10
Branch11
Branch12
Branch13
Branch14
Branch15
Branch16
Break
BreakThink
BreakTouch
Breakable
Breakable Chunks: %d (Max Size %d)
Breakable door %s has no KeyValues\n
Breakable door %s has no door_options\n
Breakable.Ceiling
Breakable.Computer
Breakable.Concrete
Breakable.Crate
Breakable.Flesh
Breakable.Glass
Breakable.MatConcrete
Breakable.MatFlesh
Breakable.MatGlass
Breakable.MatMetal
Breakable.MatWood
Breakable.Metal
BreakableModels
BreakablePropTouch
BreakableType
Breaking off rescue because humans have entered the rescue vehicle.\n
Bubble Trail
Bubbles
Buckshot
Build out high-precision areas around the edit cursor and create them.
Build the shortest path from the previously marked area to the currently selected one and print the length of that path.
BuildArea - NULL node.\n
BuildArea: Out of memory.\n
BuildUpMinInterval
BuiltIn
BuiltRightHanded
BulletEffects
BulletProof
BulletSounds
BulletThink
Bullets
Bumped into a wall
Bumped into another Actor while blinded
Bumped into something
BurnThink
ButtonBackHome
ButtonReturn
ButtonSpark
ButtonTouch
ButtonUse
Buttons.snd%d
Bxt#
C G9
C,9S<tM
C17CRotorWashShooter
C18CPropHealthCabinet
C4CGib
C5CFish
C8x+
C9CBubbling
CAISound
CAI_BehaviorBase
CAI_ChangeHintGroup
CAI_ChangeTarget
CAI_Expresser
CAchievementMsgHandler
CAmbientGeneric
CAmbientMusic
CAnchorList
CAnimationLayer
CAreaPortal
CAssaultRifle
CAutoShotgun
CBaseAbility
CBaseAchievement
CBaseAnimating
CBaseAnimating::GetDemoRecordingState
CBaseAnimating::LastVisibleCycle( %d ) NULL pstudiohdr on %s!\n
CBaseAnimating::SequenceDuration( %d ) NULL pstudiohdr on %s!\n
CBaseAnimating::SequenceDuration( %d ) out of range\n
CBaseAnimating::SetupBones
CBaseAnimatingOverlay
CBaseAnimatingOverlay::AddGesture:  model %s missing activity %s\n
CBaseAnimatingOverlay::GetDemoRecordingState
CBaseAutoShotgun
CBaseBackpackItem
CBaseBeltItem
CBaseButton
CBaseCSGrenade
CBaseCSGrenadeProjectile
CBaseCombatCharacter
CBaseCombatWeapon
CBaseCombatWeapon::Operator_FrameUpdate one or both of the ModelPtrs is NULL w:%s v:%s\n
CBaseDMStart
CBaseDoor
CBaseEntity
CBaseEntity::EmitSound
CBaseEntity::GetDemoRecordingState
CBaseEntity::PhysicsDispatchThink
CBaseEntity::TakeDamage:  with inputInfo.GetDamageForce() == vec3_origin\n
CBaseEntity::TakeDamage:  with inputInfo.GetDamagePosition() == vec3_origin\n
CBaseEntityList::AddNonNetworkableEntity: no free slots!\n
CBaseEntityOutput
CBaseFilter
CBaseFire
CBaseFlex
CBaseFlex::AddSceneEvent:  event failed\n
CBaseFlex::AddSceneEvent:  event->GetActor() was NULL!!!\n
CBaseFlex::AddSceneEvent:  scene or event was NULL!!!\n
CBaseFlex::FlexControllerLocalToGlobal failed!\n
CBaseFlex::GetDemoRecordingState
CBaseGameStats::Event_Commentary [%d]\n
CBaseGameStats::Event_CrateSmashed\n
CBaseGameStats::Event_Credits\n
CBaseGameStats::Event_DecrementPlayerEnteredNoClip [%s] decrementing NOCLIPe\n
CBaseGameStats::Event_FlippedVehicle [%s] flipped [%s]\n
CBaseGameStats::Event_Init [%dth session]\n
CBaseGameStats::Event_LevelInit [%s]\n
CBaseGameStats::Event_LevelShutdown [%s] %.2f elapsed %d total\n
CBaseGameStats::Event_LoadGame [%s] from %s\n
CBaseGameStats::Event_MapChange to [%s]\n
CBaseGameStats::Event_PlayerConnected [%s]\n
CBaseGameStats::Event_PlayerDisconnected\n
CBaseGameStats::Event_PlayerEnteredGodMode [%s] entered GOD mode\n
CBaseGameStats::Event_PlayerEnteredNoClip [%s] entered NOCLIPe\n
CBaseGameStats::Event_PlayerKilled [%s] [%dth death]\n
CBaseGameStats::Event_PlayerKilledOther [%s] killed [%s]\n
CBaseGameStats::Event_PreSaveGameLoaded [%s] %s\n
CBaseGameStats::Event_Punted [%s]\n
CBaseGameStats::Event_SaveGame [%s]\n
CBaseGameStats::Event_Shutdown [%dth session]\n
CBaseGameStats::Event_WeaponFired [%s] %s weapon [%s]\n
CBaseGameStats::Event_WeaponHit [%s] %s weapon [%s] damage [%f]\n
CBaseGameStats::LoadingEvent_PlayerIDDifferentThanLoadedStats\n
CBaseGrenade
CBaseMountedWeapon
CBaseMoveBehavior
CBaseParticleEntity
CBasePlatTrain
CBasePlayer
CBasePlayer::ChangeTeam( %d ) - invalid team index.\n
CBasePlayer::GetDemoRecordingState
CBasePlayer::PhysicsSimulate
CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s\n
CBasePropDoor
CBaseRifle
CBaseServerVehicle
CBaseShotgun
CBaseSniperRifle
CBaseTeamObjectiveResource
CBaseTempEntity
CBaseToggle
CBaseTrigger
CBaseUpgradeItem
CBaseVPhysicsTrigger
CBaseViewModel
CBeam
CBeamSpotlight
CBlood
CBoneFollower
CBoneFollowerManager
CBoomerClaw
CBreakModelsPrecached
CBreakable
CBreakableProp
CBreakableSurface
CBubbling
CButtonTimed
CCSGameRules
CCSGameRulesProxy
CCSPlayer
CCSPlayer::ChangeTeam( %d ) - invalid team index.\n
CCSPlayer::Precache
CCSPlayer::Spawn
CCSRagdoll
CCSTeam
CC_ResetGameStats : Server cleared game stats\n
CCarProp
CChainsaw
CChangeLevel
CCharge
CChargerClaw
CCheckClient
CClaw
CCleanupDefaultRelationShips
CClientPath
CColaBottles
CCollisionProperty
CColorCorrection
CColorCorrectionVolume
CCommand::Tokenize: Encountered command which overflows the argument buffer.. Clamped!\n
CCommand::Tokenize: Encountered command which overflows the tokenizer buffer.. Skipping!\n
CCommentaryAuto
CCommentaryDummy
CCommentarySystem
CCommentaryZombieSpawner
CConstantForceController
CConstraintAnchor
CCopyRecipientFilter
CDeathFallCamera
CDebugHistory
CDecal
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
CDevShotSystem
CDirector
CDirector::RunScript, %s, level: %d\n
CDirtySpatialPartitionEntityList
CDmxElement::UnpackIntoStructure: Mismatched attribute type in attribute "%s"!\n
CDynamicLight
CDynamicProp
CEDA.suit.deflate
CEmbers
CEntities
CEntityDissolve
CEntityFlame
CEntityListSystem
CEntityMapData::GetNextKey: EOF without closing brace\n
CEntityMapData::GetNextKey: closing brace without data\n
CEntityParticleTrail
CEnvAirStrikeIndoorEffect
CEnvAirStrikeOutdoorEffect
CEnvBeam
CEnvBeverage
CEnvCredits
CEnvDOFController
CEnvDetailController
CEnvDustPuff
CEnvEffectsScript
CEnvEffectsScript with no script!\n
CEnvEffectsScript:  failed to load %s\n
CEnvEffectsScript: Unknown entry type '%s'\n
CEnvEntityIgniter
CEnvEntityMaker
CEnvExplosion
CEnvFade
CEnvFireSensor
CEnvFireSource
CEnvFunnel
CEnvGlobal
CEnvGunfire
CEnvHudHint
CEnvInstructorHint
CEnvLaser
CEnvMicrophone
CEnvMuzzleFlash
CEnvParticleScript
CEnvPhysicsBlocker
CEnvPlayerSurfaceTrigger
CEnvProjectedTexture
CEnvQuadraticBeam
CEnvRockLauncher
CEnvScreenEffect
CEnvScreenOverlay
CEnvShake
CEnvShooter
CEnvSoundscape
CEnvSoundscapeProxy
CEnvSoundscapeTriggerable
CEnvSpark
CEnvSplash
CEnvTilt
CEnvTonemapController
CEnvTracer
CEnvViewPunch
CEnvWeaponfire
CEnvWind
CEnvZoom
CEnv_Blocker
CEscapeRoute
CEventAction
CEventLog::PrintPlayerEvent: Failed to find player (userid: %i, event: %s)\n
CEventQueue
CFailableAchievement
CFilterClass
CFilterContext
CFilterEnemy
CFilterMassGreater
CFilterModel
CFilterMultiple
CFilterName
CFinaleTrigger
CFire
CFireCrackerBlast
CFireSmoke
CFireTrail
CFireworkCrate
CFirstAidKit
CFish
CFishPool
CFlexCycler
CFlexExpresser
CFlexSceneFileManager
CFogController
CFogTrigger
CFogVolume
CFourWheelServerVehicle
CFourWheelVehiclePhysics
CFuelBarrelProp
CFuncAreaPortalBase
CFuncAreaPortalWindow
CFuncBrush
CFuncConveyor
CFuncElevator
CFuncElevator::PhysicsSimulate
CFuncExtinguisher
CFuncLadder
CFuncMoveLinear
CFuncNavAttributeRegion
CFuncNavBlocker
CFuncNavObstruction
CFuncOccluder
CFuncPlat
CFuncPlatRot
CFuncPlayerGhostInfectedClip
CFuncPlayerInfectedClip
CFuncRagdollFader
CFuncReflectiveGlass
CFuncRotating
CFuncSimpleLadder
CFuncSmokeVolume
CFuncTankTrain
CFuncTimescale
CFuncTrackAuto
CFuncTrackChange
CFuncTrackTrain
CFuncTrain
CFuncTrainControls
CFuncVPhysicsClip
CFuncVehicleClip
CFuncWall
CFuncWallToggle
CFunc_Dust
CFunc_LOD
CGameEnd
CGameGibManager
CGameMovement::PlayerMove
CGamePlayerEquip
CGamePlayerZone
CGameRules
CGameRulesProxy
CGameScore
CGameStats
CGameStringPool
CGameText
CGameTimescale
CGameUI
CGameWeaponManager
CGasCan
CGib
CGibShooter
CGlobalState
CGlowProperty
CGnome
CGrenadeLauncher
CGrenadeLauncher_Projectile
CGrenadeLauncher_Projectile spawned at %f %f %f, velocity %f %f %f\n
CGunTarget
CH;CL}\r
CH@tW
CHAINSAW
CHANGE LEVEL: %s %s\n
CHANGE LEVEL: %s\n
CHANGEFINALESTAGEMUSIC: %s\n
CHANGEFINALESTAGEOVERRIDE: %s\n
CHANGE_TO
CHARGER
CHECKPOINT
CHECKPOINT DOOR
CHLTVDirector
CHandleTest
CHunterClaw
CInfectedZooMaker
CInferno
CInferno::InfernoThink
CInferno::InfernoThink (check lifetimes)
CInferno::InfernoThink (damage)
CInferno::InfernoThink (spread)
CInfoDirector
CInfoElevatorFloor
CInfoGameEventProxy
CInfoGameMode
CInfoGoalInfectedChase
CInfoInstructorHintTarget
CInfoItemPosition
CInfoLadderDismount
CInfoOverlayAccessor
CInfoRemarkable
CInfoViewParameters
CInfoZombieSpawn
CInsectSwarm
CInstancedResponseSystem:  Failed to init response system from %s!
CInstancedSceneEntity
CItem
CItemAmmoPack
CItemBaseUpgradePack
CItemDefibrillator
CItemSoda
CItemUpgradePackExplosive
CItemUpgradePackIncendiary
CItem_Adrenaline
CItem_VomitJar
CJ@u
CJockeyClaw
CKPO
CKeepUpright
CL4D1SurvivorSpawn
CLASS_NONE
CLASS_PLAYER
CLASS_PLAYER_ALLY
CLASS_TURRET
CLASS_ZOMBIE
CLEAR_DETONATE_CONTEXT
CLIENT
CLIFF
CLIFF 
CLOS
CLUB
CLagCompensationManager
CLagCompensationManager::StartLagCompensation with NULL CUserCmd!!!\n
CLeap
CLight
CLightGlow
CLogicActiveAutosave
CLogicAuto
CLogicAutosave
CLogicBranch
CLogicBranchList
CLogicCase
CLogicCollisionPair
CLogicCompare
CLogicCompareInteger
CLogicDirectorQuery
CLogicGameEvent
CLogicLineToEntity
CLogicMeasureMovement
CLogicNavigation
CLogicRelay
CLogicScript
CLunge
CMagnumPistol
CMapInfo
CMaterialModifyControl
CMathColorBlend
CMathCounter
CMathRemap
CMessage
CMessageEntity
CModelPrecacheSystem
CModelSoundsCacheSaver
CMolotov
CMolotovProjectile
CMomentaryRotButton
CMotorController
CMovementSpeedMod
CMultiDamage
CMultiPlayerAnimState::AddToGestureSlot - unknown activity %d ( player %s, activity %s )\n
CMultiSource
CMultiSpawner
CMultiplayRules
CNavArea::IncrementPlayerCount: Overflow\n
CNavArea::IncrementPlayerCount: Underflow\n
CNavArea::PostLoad: Corrupt navigation data. Cannot connect Navigation Areas.\n
CNavArea::PostLoad: Corrupt navigation data. Missing "from" Navigation Area for Encounter Spot.\n
CNavArea::PostLoad: Corrupt navigation data. Missing "to" Navigation Area for Encounter Spot.\n
CNavArea::PostLoad: Corrupt navigation data. Missing Hiding Spot\n
CNavArea::PostLoad: Corrupt navigation ladder data. Cannot connect Navigation Areas.\n
CNavLadder
CNavMesh
CNavMesh::FireGameEvent
CNetPropManager
COLORCORRECTION_VERSION_1
COMMON INFECTED STATS
CONTINUE
COrnamentProp
COuttroStats
COuttroStats: Skip state changed. %d players, %d skips\n
COxygenTank
CPainPills
CParticleFire
CParticleLight
CParticleMgr::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CParticlePerformanceMonitor
CParticleSystem
CParticleSystemMgr compiled using an old IMaterialSystem\n
CPassengerInfo
CPathCorner
CPathKeyFrame
CPathTrack
CPhysBox
CPhysBoxMultiplayer
CPhysConstraint
CPhysConstraintSystem
CPhysConvert
CPhysExplosion
CPhysForce
CPhysHinge
CPhysImpact
CPhysLength
CPhysMagnet
CPhysMagnet %s:%d blocking magnet\n
CPhysMotor
CPhysPulley
CPhysSlideConstraint
CPhysThruster
CPhysTorque
CPhysics2Prop
CPhysicsCannister
CPhysicsEntitySolver
CPhysicsHook
CPhysicsHook::FrameUpdatePostEntityThink
CPhysicsNPCSolver
CPhysicsProp
CPhysicsPropRespawnable
CPhysicsShake
CPhysicsSpring
CPhysicsWind
CPhysicsWire
CPipeBomb
CPipeBombProjectile
CPistol
CPlasma
CPlayerLocalData
CPlayerResource
CPlayerState
CPointAngleSensor
CPointBonusMapsAccessor
CPointBroadcastClientCommand
CPointClientCommand
CPointCommentaryNode
CPointDevShotCamera
CPointEntityFinder
CPointGamestatsCounter
CPointGamestatsCounter::InputIncrement:  No stat name specified for point_gamestats_counter @%f, %f, %f [ent index %d]\n
CPointHurt
CPointPlayerMoveConstraint
CPointPropUseTarget
CPointProximitySensor
CPointPush
CPointScriptTemplate
CPointScriptUseTarget
CPointServerCommand
CPointSpotlight
CPointTeleport
CPointTemplate
CPointTemplatePrecacher
CPoseController
CPostProcessController
CPrecacheOtherList
CPrecipitation
CPrecipitationBlocker
CPredictedViewModel
CProjectedDecal
CPropData
CPropDoorRotating
CPropDoorRotatingBreakable
CPropDoorRotatingCheckpoint
CPropHealthCabinet
CPropMinigun
CPropMountedGun
CPropVehicle
CPropVehicleDriveable
CPropaneTank
CPumpShotgun
CREATING BOT %s FOR %s(%d)\n
CRITICAL
CROUCH
CROUCH 
CRUSH
CRagdoll
CRagdoll2
CRagdollBoogie
CRagdollConstraint
CRagdollLRURetirement
CRagdollMagnet
CRagdollManager
CRagdollProp
CRagdollProp::Teleport( ) for ragdoll without root object\n
CRagdollPropAttached
CRandSimTimer
CRandStopwatch
CRemarkableEntityList
CResponseQueueManager
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
CRevertSaved
CRifle_AK47
CRifle_Desert
CRifle_M60
CRifle_SG552
CRopeKeyframe
CRotDoor
CRotorWashShooter
CRuleEntity
CRulePointEntity
CRuleScriptBridge
CRuleScriptBridge initializing...\n
CSMG_MP5
CSMG_Silenced
CSPushawayThink
CSWeapon
CS_MuzzleFlash
CS_MuzzleFlash_X
CSave::WriteHeader() size parameter exceeds 'short'!\n
CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL!
CScavengeProgressDisplay
CSceneEntity
CSceneEntity %s :"%s" failed to start sequence "%s"\n
CSceneEntity %s :"%s" unable to find gesture "%s"\n
CSceneEntity %s :"%s" unable to find sequence "%s"\n
CSceneEntity %s unable to find actor "%s"\n
CSceneEntity %s unable to find actor named "%s"\n
CSceneEntity::GenerateSceneForSound:  Alloc of actor, channel, or event failed!!!\n
CSceneEntity::GenerateSceneForSound:  Couldn't determine duration of %s\n
CSceneEntity::LoadScene: Unable to load binary scene '%s'\n
CSceneListManager
CSceneManager
CScenePrecacheSystem
CScriptBaseButton
CScriptConvarAccessor
CScriptEntityIterator
CScriptEntityOutputs
CScriptItem
CScriptNavAttributeRegion
CScriptNavBlocker
CScriptResponseCriteria
CScriptTriggerHurt
CScriptTriggerMultiple
CScriptTriggerOnce
CScriptTriggerPush
CScriptVPhysicsClip
CSelfDestruct
CServerNetworkProperty
CShadowControl
CShotgun_Chrome
CShotgun_SPAS
CSimTimer
CSimpleSimTimer
CSkyCamera
CSlideshowDisplay
CSmokeCloudSystem
CSmokeStack
CSmokeStackLightInfo
CSmokerClaw
CSniperRifle
CSniper_AWP
CSniper_Military
CSniper_Scout
CSound
CSoundControllerImp
CSoundEmitterSystem
CSoundEmitterSystem:  Unknown sound level %s\n
CSoundEmitterSystem:  sounds.txt entry '%s' has no waves listed under 'wave' or 'rndwave' key!!!\n
CSoundEmitterSystem::EmitSound(%s) took %f milliseconds (server)\n
CSoundEnt
CSoundEnt pool is low on sounds due to high number of clients.\n
CSoundEnvelope
CSoundMixLayer
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
CSoundscapeSystem
CSoundscapeSystem::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CSpeechScriptBridge initializing...\n
CSpeechScriptBridge was double-initialized: tearing down and rebuilding\n
CSpeechScriptBridge::Script_AddDecisionRule
CSpeechScriptBridge::Script_CommitAIResponse
CSpeechScriptBridge::Script_FindBestResponse
CSpeechScriptBridge::Script_GetExpressers
CSpitAbility
CSpitterClaw
CSpitterProjectile
CSpotlightEnd
CSprite
CSpriteOriented
CSpriteTrail
CSteamJet
CSteamWorksGameStatsUploader
CStopwatch
CStopwatchBase
CStripWeapons
CSubMachinegun
CSun
CSurroundTest
CSurvivorCamera
CSurvivorDeathModel
CSurvivorPosition
CSurvivorRescue
CT;FTu
CTEArmorRicochet
CTEBSPDecal
CTEBaseBeam
CTEBeamEntPoint
CTEBeamEnts
CTEBeamFollow
CTEBeamLaser
CTEBeamPoints
CTEBeamRing
CTEBeamRingPoint
CTEBeamSpline
CTEBloodSprite
CTEBloodStream
CTEBreakModel
CTEBubbleTrail
CTEBubbles
CTEBullets
CTEClientProjectile
CTEDecal
CTEDust
CTEDynamicLight
CTEEffectDispatch
CTEEnergySplash
CTEExplosion
CTEFizz
CTEFootprintDecal
CTEFoundryHelpers
CTEGaussExplosion
CTEGlowSprite
CTEImpact
CTEKillPlayerAttachments
CTELargeFunnel
CTEMetalSparks
CTEMuzzleFlash
CTEParticleSystem
CTEPhysicsProp
CTEPlayerAnimEvent
CTEPlayerDecal
CTEProjectedDecal
CTEShatterSurface
CTEShowLine
CTESmoke
CTESparks
CTESprite
CTESpriteSpray
CTEWorldDecal
CTSListBase: Misaligned list\n
CTSQueue: Misaligned queue\n
CT\vGT
CTakeDamageInfo
CTankClaw
CTankRock
CTankRock::ProximityThink
CTankTargetChange
CTankTrainAI
CTargetCDAudioRep
CTargetChangeGravity
CTeam
CTeamSpawnPoint
CTeamVehicleSpawnPoint
CTeamplayRoundBasedRulesProxy
CTeamplayRules
CTemplatesHook
CTerrorAmmoDefSystem
CTerrorGameRules
CTerrorGameRulesProxy
CTerrorGun
CTerrorGun::FireBullet HorizSpread
CTerrorGun::FireBullet VertSpread
CTerrorMeleeWeapon
CTerrorPlayer
CTerrorPlayer::CheckEnemySightings
CTerrorPlayer::CheckFriendSightings
CTerrorPlayer::FireBullet Spread
CTerrorPlayer::FireBullet SpreadDir
CTerrorPlayer::OnNavAreaChanged
CTerrorPlayer::PlayerRunCommand
CTerrorPlayer::PostThink
CTerrorPlayer::Precache
CTerrorPlayer::UpdateTeamDesired error ( team %d : character %d )\n
CTerrorPlayer::WarpGhostToInitialPosition
CTerrorPlayerResource
CTerrorViewModel
CTerrorWeapon
CTestTraceline
CTest_ProxyToggle_Networkable
CTextureToggle
CThrow
CThrustController
CTimerEntity
CTonemapTrigger
CTongue
CTransitioningPlayer
CTriggerActiveWeaponDetect
CTriggerAutoCrouch
CTriggerBrush
CTriggerCallback
CTriggerCamera
CTriggerCameraMultiplayer
CTriggerEscape
CTriggerGravity
CTriggerHurt
CTriggerImpact
CTriggerLook
CTriggerMultiple
CTriggerPlayerMovement
CTriggerProximity
CTriggerPush
CTriggerRemove
CTriggerSave
CTriggerSoundscape
CTriggerTeleport
CTriggerToggleSave
CTriggerVPhysicsMotion
CTriggerWind
CTutorLesson
CUE_
CURE
CUSTOM_CLEARNWAIT
CUSTOM_DELAY
CUSTOM_ESCAPE
CUSTOM_NONE
CUSTOM_PANIC
CUSTOM_RESULTS
CUSTOM_SCRIPTED
CUSTOM_SETUP
CUSTOM_SPECIAL_EVENT
CUSTOM_TANK
CUpgradeSpawner
CUserMessages::GetUserMessageSize( %i ) out of range!!!\n
CUserMessages::Register '%s' already registered\n
CUtlCachedFileData:  Can't Init, no repository file specified.
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
CVGuiScreen
CVersusRandom
CVisibilityMonitor
CVoiceGameMgr::ClientCommand: VModEnable (%d)\n
CVoiceGameMgr::ClientCommand: cmd %s from invalid client (%d)\n
CVoiceGameMgr::ClientCommand: invalid index (%d)\n
CVoiceGameMgr::ClientCommand: vban (0x%x) from %d\n
CVomit
CVomitJarProjectile
CVoteController
CWC_UpdateIgnoreList
CWaterBullet
CWaterLODControl
CWeaponAmmoSpawn
CWeaponCSBase
CWeaponCSBaseGun
CWeaponChainsawSpawn
CWeaponGrenade_LauncherSpawn
CWeaponList
CWeaponMeleeSpawn
CWeaponRifle_M60Spawn
CWeaponScavengeItemSpawn
CWeaponSpawn
CWeaponSpawnConfigurable
CWeightButton
CWindowPane
CWorld
CWorld::Precache - Finish
CWorld::Precache - Start
CWorldItem
CX;8
CZombieBorder
C\fF9
C\fffff.
Cache the group spawn tables
Call brian! Reachability neighbor cache screwed! from: %d (cached neighbor %d) to: %d (cached neighbor %d)\n
Call script from this user, with the value
Call to NULL CStudioHdr::GroupStudioHdr()\n
CallForRescue
CallGoDown
CallHitBottom
CallHitTop
CallScriptFunction
CallVoteFailed
Calling for rescue for %s
Camera in use by other player.
CameraSpace
Can a Smoker let go with his tongue by clicking or turning away?
Can people hold votes to change missions?
Can people hold votes to change the difficulty?
Can people hold votes to change the map after this round?
Can people hold votes to immediately change the map?
Can people hold votes to kick players from the server?
Can people hold votes to restart the game?
Can the smoker tongue unbend?
Can't auto_pos for type %d\n
Can't ent_call w/o arguments!\n
Can't find a good attack area, moving directly towards victim
Can't find a nearby track !!!\n
Can't find a way out of the fire, so I'm backing up!
Can't find a way out of the spit, so I'm backing up!
Can't find bottom track for track change! %s\n
Can't find decal %s\n
Can't find landmark %s\n
Can't find soundscape: %s\n
Can't find target of train %s\n
Can't find the world\n
Can't find top track for track change! %s\n
Can't find train for track change! %s\n
Can't init %s\n
Can't open %s for client precache info.
Can't parse something that isn't a table into a Decider query.\n
Can't read spawn attributes\n
CanEquipWithShield
CanPickupObject
CanShowBuildPanel
CanThink
CanTouch
CanZombieSpawnHere: Spot blocked (%.0f, %.0f, %.0f) for a %s%s\n
Cancel
CancelAtNextInterrupt
CancelCurrentScene
CancelPending
Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
Cannot CommandABot to attack w/o a Target!\n
Cannot CommandABot to retreat w/o a Threat entity!\n
Cannot create non-solid physics object #%d %s:%s\n
Cannot ent_create players!\n
Cannot execute "%s", no player\n
Cannot execute script because scripting is disabled (-scripting)\n
Cannot open stuck dump file '%s'\n
Cannot run script: NULL script name\n
Cannot spawn entity %s\n
Cans closer than this range will be combined into a single cluster.
Cant parse a HUD Element without a Slot\n
CaptionLookup_t
CarAlarm
CarAlarmActive
Cardboard.Large
Cardboard.Medium
Cardboard.Small
Case01
Case02
Case03
Case04
Case05
Case06
Case07
Case08
Case09
Case10
Case11
Case12
Case13
Case14
Case15
Case16
Catmull-Rom Spline
Caught on fire!
Cause a random wound on every common infected
Cause a specified wound on the pointed-at common infected
Cause the effect of Adrenaline - but no HP (SetHealthBuffer for that) - this is just speed!
Cause the vomit effect and make a player IT
Causes a server crash for testing
Causes all infected to rush the survivors.
Cd;8
CedaJar.Explode
Center
Center Position: %f, %f, %f\n
Centers the nav mesh in the world
Cfff.
Cfffff.
CfgFile
CfgTag
Ch;0
Chainsaw
Chainsaw.Die
Chainsaw.FullThrottle
Chainsaw.Gore
Chainsaw.Idle
Chainsaw.Start
Chainsaw.Stop
ChainsawDensity
ChainsawUsed
Chainsaws
ChallengeScript
Chance of a tank spawning within a regular versus map
Chance of a tank spawning within the finale map of a campaign
Chance of a tank spawning within the first map of a campaign
Chance of a witch spawning within a regular versus map
Chance of a witch spawning within the finale map of a campaign
Chance of a witch spawning within the first map of a campaign
Chance that wandering infected will be lying down in a SPAWN_LYINGDOWN area.
Chance to replenish wanderers in cleared nav areas
ChangeAllTalk
ChangeCDTrack
ChangeChapter
ChangeDifficulty
ChangeFinaleStage: %d\n
ChangeGrav
ChangeLevelNow
ChangeLevelSpeechDelay
ChangeMission
Changed attribute in %d areas\n
ChangelevelThink
Changes the density of air for drag computations.
Changes's player's model
Changing collision rules within a callback is likely to cause crashes!\n
Changing to new victim
Chapter
Chapter title: %s\n
Character
CharacterID
CharacterPenetrationMaxDistance
CharacterViewmodelAddon
Charge not targeting anyone.
Charge targeting new victim.
Charged: %s, Pummeled: %s, Pounded: %s, Pummeling: %s, Pounding: %s
Charger
Charger max health
Charger.Default.%s
Charger::Precache
ChargerArmsVariant
ChargerAssault
ChargerAssistDamage
ChargerAttack
ChargerBehavior
ChargerChargeAtVictim
ChargerDamage
ChargerEvade
ChargerIncaps
ChargerIntention::Update
ChargerKills
ChargerLimit
ChargerReturnToNavMesh
ChargerVariant
ChargerZombie.Alert
ChargerZombie.Charge
ChargerZombie.ChargeEnd
ChargerZombie.Death
ChargerZombie.HitPerson
ChargerZombie.ImpactHard
ChargerZombie.Melee
ChargerZombie.Pain
ChargerZombie.Pummel
ChargerZombie.Recognize
ChargerZombie.Smash
ChargerZombie.Stagger
ChargerZombie.VocalizePummel
ChargerZombie.Voice
ChargerZombie.Warn
Charging!!
ChaseFromAnywhere
ChasePath::RefreshPath
ChasePath::Update
ChaseVictim
ChasedByTank
ChasedByWitch
Cheat to test regenerative health systems
Cheats
Check for thinktimes all on same timestamp.
CheckSpawnThink
CheckStuck
CheckStuck()
Checkpoint
Checkpoint %d %s \n
Checkpoint bounds: %f %f %f --> %f %f %f and has %d weapon spawns\n
Checkpoint::GetSpawnPosition: Failed after many tries\n
Checkpoint::GetSpawnPosition: Selected NULL area\n
CheckpointDoor.Pound
CheckpointDoorClosed
CheckpointDoorOpened
CheckpointRespawn for %s\n
Checks for nodes embedded in displacements (useful for in-development maps)
Checks if the modelname is precached.
Child actions completed
ChirpEndThink
ChirpStartThink
ChokeIncaps
ChooseAdjacentMobSpawnArea: m_mobSpawnAreas[%d].pArea %d has %d population\n
ChooseMobSpawnAreas: m_mobSpawnAreas[%d].pArea %d has %d population\n
Chops all selected areas into their component 1x1 areas
Chops all selected areas into their component 1x1 areas and re-merges them together into larger areas
Chops the marked area into disconnected sub-areas suitable for sniper spots.
Choreo LOOKAT is unavailable in Left4Dead.
Choreo MOVETO is unavailable in Left4Dead.
Christmas.GiftDrop
Christmas.GiftPickup
Cl;0
Class: %s (%d)\n
Classname: %s
Claw.Hit
Claw.HitFlesh
Claw.Swing
Clear all attributes of selected area.
Clear all nav attributes of selected area.
Clear all watches from the game debug overlay
Clear memory of server side hints displayed to the player.
Clear the selected set.
ClearCachedBotQueries
ClearContext
ClearDetonateTimer
ClearFlagsThink
ClearParent
ClearSavedTables
ClearedWandererRespawnChance
Clearing an area
Clears all wounds from all infected
Clears the marked Area or Ladder.
Client
Client Projectile
Client lost reserved sound!\n
ClientPrecache
ClientPrecache()
ClientPrint
ClientSettings
ClientSetupVisibility: No entity for edict!\n
ClientSetupVisibility: portal number (%d) too large
Clients will only show this many boss ragdolls
Clients will only show this many generic infected ragdolls
Clients will only show this many gib ragdolls
Clients will only show this many ragdolls overall
Clients will only show this many special ragdolls
Clients will only show this many survivor ragdolls
Clients with framerates less than this will only show 1 ragdoll of each type
Clients with framerates less than this will reduce the ideal number of ragdolls to display
Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Climb links from stairs check
Clip1
Clip2
Close
Close enough to be a threat if near several other threats
CloseAreaPortalsThink
CloseAreaportalThink
CloseCaption
CloseCaptionDirect
Closed doors can be re-opened after this amount of time
ClosestSurvivor
Closing door behind us
Closing journal file\n
Closing the checkpoint door
Clown.Default.RunLeft
Clown.Default.RunRight
Coach
Collect model names of the entities you're pointing at
Collected %d total %s items in %d encounters \n
CollectedEntities.txt
Collide
Color
Color Fade
Color Light From Control Point
Color Random
Color used to draw the selected set background while editing.
Color used to draw the selected set borders while editing.
Color1
Color2
ColorBlueValue
ColorCorrectionFadeInThink
ColorCorrectionFadeOutThink
ColorCorrectionName
ColorCorrectionSystem
ColorGreenValue
ColorRedValue
ComeToRest
Command
CommandABot
Commentary
Commentary: Could not find commentary data file '%s'. \n
Commentary: Failed to spawn commentary entity, type: '%s'\n
Commentary: Loading commentary data from %s. \n
CommentaryUpdateViewThink
Commit the result of QueryBestResponse back to the given entity to play. Call with params (entity, airesponse)
Common
CommonKills
CommonLimit
Commons
Compare
CompareValue
CompareValues
Compass
CompiledCaptionHeader_t
Complete
ComputeDirection
ComputeVisToArea
ComputeWithOpenGoal
Computed lighting for %d/%d areas\n
ConVar(%s) defined with infinite float value (%s)\n
ConVarRef %s doesn't point to an existing ConVar\n
Concept
ConceptHistory_t
ConcreteChunks
Conditional Error: %s\n
Configurable Weapon
ConfigurableWeaponClusterRange
ConfigurableWeaponDensity
Connect the vscript VM to the script debugger
Connect this ladder to given area
ConnectOutput
ConnectOutputToScript
ConnectTier1/2/3Libraries - Finish
ConnectTier1/2/3Libraries - Start
ConnectTo
ConnectToLadder
Connecting navigation areas...\n
Connection to overlapping area check
Console
Console command too long.\n
Constant z_spawn angle disabled.\n
Constant z_spawn angle set to %f.\n
Constant z_spawn position disabled.\n
Constant z_spawn position set to %f, %f, %f.\n
Constant: %3.2f
Constraint (%s) attached to two static or shadow objects (%s and %s)!!!\n
ConstraintBroken
ConstraintThink
Contains
ContainsOrigin
Context: %s:%s
ContextAlarm
Contexts to set '%s' on %s, 
Continue an iteration over the list of entities, providing reference to a previously found entity
Controls the duration of vphysics penetration error boxes.
Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
Convars
Convert obsolete jump areas into 2-way connections
ConvertTarget
ConvertWeaponSpawn
ConvertZombieClass
Converted Pain Pills to First Aid Kit at ( %3.2f, %3.2f, %3.2f )\n
Converted healing item to Defibrillator at ( %3.2f, %3.2f, %3.2f )\n
Cooldown after leap where zombies can't attack
Cooldown after lunge where zombies can't attack
Corner-to-corner connection check
Coughing
Could not AllocSound() for Client Reserve! (DLL)\n
Could not AllocSound() for InsertSound() (Game DLL)\n
Couldn't alloc player sound slot!\n
Couldn't convert %s to an entity type that has an expresser\n
Couldn't convert script object at %p back to an AI_Response\n
Couldn't find HLTV client player.
Couldn't find a %s Spawn position in %d tries\n
Couldn't find a script name for custom scripted stage %s\n
Couldn't find a spawn pos for type %d in %d tries\n
Couldn't find any entities named %s, which point_template %s is specifying.\n
Couldn't find any entity named '%s'\n
Couldn't find function %s anywhere!\n
Couldn't find temp entity '%s'\n
Couldn't give unknown weapon %d\n
Couldn't make response array for rule %s . Rejecting.\n
Couldn't open %s (as %x) to write out the table\n
Couldn't precache %s\n
Couldn't resolve entity %s to its AI expresser; you can't send it a speech query.\n
Couldn't resolve entity in Script_FindBestResponse\n
Couldn't resolve response target %s\n
Couldn't test if nav file was writable, file name pointer is null!
Couldn't test if nav file was writable, file name too short!
Couldnt call Scripted HUD Table Update Function!\n
Count = %d\n
CountPlayersInZone
Counter
Counter-Strike: Source
Crashed!: speed %.2f, lastSpeed %.2f\n
Create In Hierarchy
Create a prediction error
Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll)
Create an entity at the location of a named entity
Create an entity at the location of a specified entity instance
Create an entity at the location of the maker
CreateEntityByName( %s, %d ) - CreateEdict failed.
CreateInstance called on a point_template that has no templates: %s\n
CreateNewJournal
CreatePlayerBot: Could not Instance() from the bot edict.\n
CreatePlayerBot: Unable to create bot %s - CreateFakeClient() returned NULL.\n
CreatePredictionError
Created EHANDLE test entity. Run this command again to transmit the second ent.\n
Created new fencetop area %d(%x) between %d(%x) and %d(%x)\n
Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}
Creates a physics prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}
Creates an entity of the given type where the player is looking.
Creating navigation areas from sampled data...\n
Creating viewmodels for %s (transitioned dead)\n
CreditsLine
CreditsMsg
CreditsThink
Criterion specified invalid weight %f, overriding to 1\n
CrosshairDeltaDistance
CrosshairMinDistance
CrumbleThink
Cstrike_Chat_All
Cstrike_Chat_AllDead
Cstrike_Chat_AllSpec
Cstrike_Chat_CT
Cstrike_Chat_CT_Dead
Cstrike_Chat_CT_Loc
Cstrike_Chat_Spec
Cstrike_Chat_T
Cstrike_Chat_T_Dead
Cstrike_Chat_T_Loc
Cull Random
Current Pos:   %3.3f
Current Pos: %3.3f
Current flow distance: %f / %f %% \n
Current game mode, acceptable values are coop, realism, versus, survival, scavenge and holdout; changed using map command, eg: map mapname versus
Current name of the skybox texture
Current place set to '%s'\n
Current sound patches: %d\n
Current time: %6.3f\n
CurrentHealth
CurrentSpeed: %.3f  
CurrentTemporaryHealth
CurrentTimescale
Currently at floor %d(%s)
Custom
Custom game-specific analysis...
Custom game-specific analysis...DONE\n
CustomTankKiteDistance
Cycle: %.5f (%.5f)
CycleFrequency
CycleTime
C{fff.
C~F9
C~G9
D$ 333?
D$\f33s?
D%d_%c%d_%s
D3"f
D33'
D7"f
D7(U
D7IScorer
D8Tk
D9\n9
DAMAGING 
DEAD
DEBRIS
DEFAULT
DEFAULT_WRITE_PATH
DEFIBRILLATOR
DEMO
DIE_THINK
DIRECT
DISABLED BY CHECKPOINT
DISSOLVE
DISTANCE: %6.2f inches (%6.2f feet)\n
DLC3 Finale failed: Less than 1 player alive.\n
DLC3 Finale failed: Less than 2 survivors alive.\n
DMG_AIRBOAT
DMG_ALWAYSGIB
DMG_BLAMELESS_FRIENDLY_FIRE
DMG_BLAST
DMG_BLAST_SURFACE
DMG_BUCKSHOT
DMG_BULLET
DMG_BURN
DMG_CHOKE
DMG_CLUB
DMG_CRUSH
DMG_DIRECT
DMG_DISMEMBER
DMG_DISSOLVE
DMG_DROWN
DMG_DROWNRECOVER
DMG_ENERGYBEAM
DMG_FALL
DMG_FORCE_INCAPACITATE
DMG_GENERIC
DMG_HEADSHOT
DMG_MELEE
DMG_NERVEGAS
DMG_NEVERGIB
DMG_PHYSGUN
DMG_PLASMA
DMG_POISON
DMG_RADIATION
DMG_REMOVENORAGDOLL
DMG_SHOCK
DMG_SLASH
DMG_SLOWBURN
DMG_SONIC
DMG_STUMBLE
DMG_VEHICLE
DONE
DONT_HIDE
DONT_HIDE 
DOOR
DOOR IS BREAKABLE
DOOR IS NOT BREAKABLE
DOOR STATE: AJAR
DOOR STATE: CLOSED
DOOR STATE: CLOSING
DOOR STATE: OPEN
DOOR STATE: OPENING
DROWN
DROWNRECOVER
DT_AbilityBase
DT_AbilityThrow
DT_AbilityTongue
DT_AbilityVomit
DT_AmmoPack
DT_AnimTimeMustBeFirst
DT_Animationlayer
DT_AssaultRifle
DT_AutoShotgun
DT_BCCLocalPlayerExclusive
DT_BaseAnimating
DT_BaseAnimatingOverlay
DT_BaseAutoShotgun
DT_BaseBackpackItem
DT_BaseBeam
DT_BaseBeltItem
DT_BaseButton
DT_BaseCSGrenade
DT_BaseCSGrenadeProjectile
DT_BaseCombatCharacter
DT_BaseCombatWeapon
DT_BaseDoor
DT_BaseEntity
DT_BaseFlex
DT_BaseGrenade
DT_BaseMountedWeapon
DT_BaseParticleEntity
DT_BasePlayer
DT_BasePropDoor
DT_BaseRifle
DT_BaseShotgun
DT_BaseSniperRifle
DT_BaseTeamObjectiveResource
DT_BaseTempEntity
DT_BaseToggle
DT_BaseTrigger
DT_BaseUpgradeItem
DT_BaseViewModel
DT_Beam
DT_BeamSpotlight
DT_BoneFollower
DT_Boomer
DT_Breakable
DT_BreakableProp
DT_BreakableSurface
DT_ButtonTimed
DT_CFish
DT_CSGameRules
DT_CSGameRulesProxy
DT_CSLocalPlayerExclusive
DT_CSNonLocalPlayerExclusive
DT_CSPlayer
DT_CSRagdoll
DT_CSTeam
DT_Charge
DT_Charger
DT_ClientPath
DT_ColaBottles
DT_CollisionProperty
DT_ColorCorrection
DT_ColorCorrectionVolume
DT_CountdownTimer
DT_Defibrillator
DT_DetailController
DT_DustTrail
DT_DynamicLight
DT_DynamicProp
DT_EffectData
DT_Embers
DT_EntityDissolve
DT_EntityFlame
DT_EntityParticleTrail
DT_EntityParticleTrailInfo
DT_EnvDOFController
DT_EnvParticleScript
DT_EnvProjectedTexture
DT_EnvScreenEffect
DT_EnvScreenOverlay
DT_EnvTonemapController
DT_EnvWeaponfire
DT_EnvWind
DT_EnvWindShared
DT_FinaleTrigger
DT_FireCrackerBlast
DT_FireSmoke
DT_FireTrail
DT_FireworkCrate
DT_FogController
DT_FuncAreaPortalWindow
DT_FuncBrush
DT_FuncConveyor
DT_FuncElevator
DT_FuncLadder
DT_FuncMoveLinear
DT_FuncOccluder
DT_FuncPlayerGhostInfectedClip
DT_FuncPlayerInfectedClip
DT_FuncRagdollFader
DT_FuncReflectiveGlass
DT_FuncRotating
DT_FuncSimpleLadder
DT_FuncSmokeVolume
DT_FuncTrackTrain
DT_Func_Dust
DT_Func_LOD
DT_GameRulesProxy
DT_GasCan
DT_GlowProperty
DT_Gnome
DT_GrenadeLauncher_Projectile
DT_HandleTest
DT_Hunter
DT_Infected
DT_InfectedAnimationLayer
DT_Inferno
DT_InfoLadderDismount
DT_InfoOverlayAccessor
DT_InsectSwarm
DT_IntervalTimer
DT_ItemBaseUpgradePack
DT_ItemUpgradePackExplosive
DT_ItemUpgradePackIncendiary
DT_Item_Adrenaline
DT_Item_VomitJar
DT_Jockey
DT_Leap
DT_LightGlow
DT_Local
DT_LocalActiveL4DWeaponData
DT_LocalActiveShotgunData
DT_LocalActiveWeaponData
DT_LocalPlayerExclusive
DT_LocalWeaponData
DT_Lunge
DT_MagnumPistol
DT_MaterialModifyControl
DT_Molotov
DT_MolotovProjectile
DT_MovieExplosion
DT_Music
DT_NextBot
DT_OverlayVars
DT_OxygenTank
DT_ParticleFire
DT_ParticlePerformanceMonitor
DT_ParticleSmokeGrenade
DT_ParticleSystem
DT_PhysBox
DT_PhysBoxMultiplayer
DT_PhysMagnet
DT_PhysicsBlocker
DT_PhysicsProp
DT_PipeBomb
DT_PipeBombProjectile
DT_Pistol
DT_Plasma
DT_PlayerResource
DT_PlayerState
DT_PointCommentaryNode
DT_PointPropUseTarget
DT_PointScriptUseTarget
DT_PoseController
DT_PostProcessController
DT_Precipitation
DT_PrecipitationBlocker
DT_PredictedViewModel
DT_PropDoorRotatingCheckpoint
DT_PropHealthCabinet
DT_PropMinigun
DT_PropMountedGun
DT_PropVehicleDriveable
DT_PropaneTank
DT_ProxyToggle
DT_ProxyToggle_ProxiedData
DT_PumpShotgun
DT_QuadraticBeam
DT_Ragdoll
DT_RagdollManager
DT_Ragdoll_Attached
DT_Rifle_AK47
DT_Rifle_Desert
DT_Rifle_M60
DT_Rifle_SG552
DT_RocketTrail
DT_RopeKeyframe
DT_SMG_MP5
DT_SMG_Silenced
DT_ScavengeItemSpawn
DT_ScavengeProgressDisplay
DT_SceneEntity
DT_ScriptBaseButton
DT_SelfDestruct
DT_ServerAnimationData
DT_ShadowControl
DT_Shotgun_Chrome
DT_Shotgun_SPAS
DT_SlideshowDisplay
DT_SmokeStack
DT_SmokeTrail
DT_Smoker
DT_SniperRifle
DT_Sniper_AWP
DT_Sniper_Military
DT_Sniper_Scout
DT_SoundMixLayer
DT_SpitAbility
DT_Spitter
DT_SpitterProjectile
DT_SporeExplosion
DT_SporeTrail
DT_SpotlightEnd
DT_Sprite
DT_SpriteOriented
DT_SpriteTrail
DT_SteamJet
DT_SubMachinegun
DT_Sun
DT_SurvivorBot
DT_SurvivorDeathModel
DT_SurvivorPosition
DT_SurvivorRescue
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_TEBullets
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_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_TETutorLesson
DT_TEWorldDecal
DT_Tank
DT_Team
DT_TeamplayRoundBasedRules
DT_TeamplayRoundBasedRulesProxy
DT_TerrorGameRules
DT_TerrorGameRulesProxy
DT_TerrorGun
DT_TerrorLocalPlayerExclusive
DT_TerrorMeleeWeapon
DT_TerrorPlayer
DT_TerrorPlayerResource
DT_TerrorViewModel
DT_TerrorWeapon
DT_TestTraceline
DT_TransitioningPlayer
DT_TriggerPlayerMovement
DT_VGuiScreen
DT_VomitJarProjectile
DT_VoteController
DT_WORLD
DT_WaterBullet
DT_WaterLODControl
DT_WeaponAmmoSpawn
DT_WeaponBoomerClaw
DT_WeaponCSBase
DT_WeaponCSBaseGun
DT_WeaponChainsaw
DT_WeaponChargerClaw
DT_WeaponClaw
DT_WeaponFirstAidKit
DT_WeaponGrenadeLauncher
DT_WeaponHunterClaw
DT_WeaponJockeyClaw
DT_WeaponPainPills
DT_WeaponSmokerClaw
DT_WeaponSpawn
DT_WeaponSpitterClaw
DT_WeaponTankClaw
DT_Witch
DUMMY_FACT_NOT_USED
DUPE: %s %d blocked area %d\n
DUPE: non-entity blocked area %d\n
DX ;E
Damage
Damage Given to "%s1" - %s2\n
Damage Taken from "%s1" - %s2\n
Damage done by infected on IT PZs
Damage done per claw hit by infected on other infected who are IT
Damage multiplier if zombie hits Survivor from behind
Damage multiplier if zombie hits incapacitated Survivor
Damage multiplier if zombie hits someone using a chainsaw
Damage per second
Damage to zombie from explosion will use new cutouts - probability, %
Damage to zombie from non-headshots is multiplied by this factor
Damage to zombie from non-headshots is multiplied by this factor. Used in realism mode.
DamageCutout%d
DamageCutoutManager
DamageDelay
DamageDone
DamageForce
DamageMod
DamageRadius
DamageTaken
DamageTarget
DamageType
Damagetype
Dampen Movement Relative to Control Point
Damping: %3.2f
DangerSoundThink
DangerousTime
DangerousTimer
Dangling
Dangling pointer to physics entity!!!\n
Data manager 'used' memory incorrect\n
Deactivate
Dead
Dead end link: %s\n
Dead survivors are checked to start calling for help this often
Dead: %s, InAir: %s, Stagger: %s
DeadCharacter:
DeadCharacter:%s,Distance:%d
DeadEnd
Death
DeathCause
DeathMap
DeathParam
DeathThroes
Deaths
DebrisContext
Debug NextBots.  Categories are: BEHAVIOR, LOOK_AT, PATH, ANIMATION, LOCOMOTION, VISION, HEARING, EVENTS, ERRORS.
Debug filter cleared.\n
Debug move to
Debug move to finished
Debug: Show connection blocker models.
DebugDrawBox
DebugDrawBoxAngles
DebugDrawBoxDirection
DebugDrawCircle
DebugDrawClear
DebugDrawFilled
DebugDrawLine
DebugDrawLine_vCol
DebugDrawScreenTextLine
DebugDrawText
DebugMoveTo
DebugTextureInfo001
DebugTick
Debugging stopped\n
DecayLineOfScrimmage: %s has a front line of scrimmage of %f flow (wanted %f flow)\n
DecayLineOfScrimmage: %s has a rear line of scrimmage of %f flow (wanted %f flow)\n
Decider
Default
Default population on the current map (saved/loaded in the nav mesh)
Default.ClipEmpty_Rifle
Default.Zoom
DefaultAnim
DefaultTouch
Defibrillated
Defibrillator.Use
Defibrillator.UseStart
DefibrillatorDensity
DefibrillatorUsed
Defibs
Defines a corner of a new Area or Ladder. To complete the Area or Ladder, drag the opposite corner to the desired location and issue a 'nav_end_area' command.
Defines the second corner of a new Area or Ladder and creates it.
Degenerate Navigation Area #%d at setpos %g %g %g\n
Degenerate area %d
Delay before yelling when activating
Delay between the two tanks during double spawns.
DelayedFinaleStartThink
DelayedSurvivalStartThink
Delays map change until broadcast is complete
Delete
Delete all non-player NextBot entities.
Deleted %d areas\n
Deletes the currently highlighted Area.
Deletes the currently marked Area (if any).
Density
Density of mob spawns, per square inch (0.0064 = 4 per 1x1 nav area)
DensityRampSpeed
DeployDuration
Deployed: %s
DepthWrite
Descend
Desired distance between Survivors
DesiredTimescale
DestroyItem
Detach
Detonate
DetonateParticles
DetonateSound
DetonateUse
DevShotThink_PostShot
DevShotThink_Setup
DevShotThink_TakeShot
Devshots: Loading point_devshot_camera positions from %s. \n
Devshots: No point_devshot_camera in %s. Moving to next map.\n
Dfffff.
Did not locate an ambush spot - EXPOSED
Did not locate an ambush spot but still hidden
Didn't find a 'orig_query' field in parameter to UnpackScriptTableToAIResponse\n
Didn't find a 'response' field in parameter to UnpackScriptTableToAIResponse\n
Didn't find particle function %s\n
Didnt supply start and end to Script TraceLine call, failing, setting called to false\n
DieThink
Difficulty
Difficulty is already %s.
Difficulty of the current game (Easy, Normal, Hard, Impossible)
Difficulty: %s\n
Dir: %i (%i)
Direct precache of %s\n
Direction: %s
DirectionNoise
Directional
Director
Director failed to spawn a special\n
Director told me to retreat!
Director::FinishScenarioExit\n
Director::OnPlayerAvatarsUpdated for xuid %llx\n
Director::ProcessTransitionRestoration - recreate
Director::ProcessTransitionRestoration - restore
Director::StartScenarioExit\n
Director::Update
DirectorRelax
DirectorScript
Disable
Disable PZ spawns
Disable boss spawns
Disable filling out the survivor team with bots
Disable glows around Survivors.
Disable glows around items that are too far away to pickup.
Disable mob rushes
Disable normal check for valid gameplay, send stats regardless.
Disable npc background expressions when you can't see them.
Disable survivor team death ending scenario
Disable vision
DisableAlternatePath
DisableAreaPortalThink
DisableCollision
DisableCollisions
DisableDamageForces
DisableFloating
DisableLedgeHang
DisableMotion
DisablePath
DisablePhyscannonPickup
DisablePuntSound
DisableShadow
DisableSound
DisableTankFrustration
Disabled
Disabling motion on phys prop
Disabling precache logging due to file i/o problem!!!\n
Disallow backtracking a player for lag compensation if it will cause them to become stuck
DisallowThreatType
DisappearDist
DisappearMaxDist
DisappearMinDist
Discard Zombies farther away than this
Discard ragdolls farther away than this
Discarded rule %s\n
Discarding repository '%s' due to cache system version change\n
Discarding repository '%s' due to corruption\n
Discarding repository '%s' due to meta checksum change\n
Discarding repository '%s' due to version change\n
Disconnect
Disconnect this ladder from given area
DisconnectLadder
DisconnectOutput
DisconnectOutputFromScript
DisconnectToLobby
Disconnected ladder check
Dislodging enemy from my friend!
Dismount top
Dismount: %2.2f
Dismounts a survivor as a jockey
DispatchOnPostSpawn
DispatchPrecache
DispatchResponse
Dispatches the test particle system with the parameters specified in particle_test_file,\n particle_test_attach_mode and particle_test_attach_param on the entity the player is looking at.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Dispatching an enemy
Display
Display async .ani file loading info.
Display data for entity matching specified index.\nFormat: find_ent_index <index>\n
Display ground entity list <index>
Display player message
Display player message to team
Display status of the query cache (client only)
DisplayName
DisplayNameAllCaps
DisplayTitle
Displays a list of the last 5 lines of speech from NPCs.
Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the attachment points on an entity.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the entity's autoaim radius.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Displays the eye position for the given entity(ies) in red.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the movement bounding box for the given entity(ies) in orange.  Some entites will also display entity specific overlays.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the pivot for the given entity(ies).\n\t(y=up=green, z=forward=blue, x=left=red). \n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the total bounding box for the given entity(s) in green.  Some entites will also display entity specific overlays.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Dissolve
DissolveThink
DistMax
DistToBiker
DistToClosestSurvivor
DistToCoach
DistToGambler
DistToManager
DistToMechanic
DistToNamVet
DistToProducer
DistToTeenGirl
Distance
Distance Between Control Points Scale
Distance a character needs to travel in order to invalidate cached area
Distance at which bot hunters will try to lunge
Distance between perf-crawl snapshots in the map
Distance from Survivor that tank triggers own swing.
Distance from the escape route for placing threats
Distance to Control Points Scale
Distance to surface: %d\n
Divide
DmeParticleSystemDefinition
Do client side flex animation.
Do not display stuck data with a timestamp greater than this value
Do not display stuck data with a timestamp less than this value
Do we want tracers at all?
DoEffect
DoEntFire
DoIncludeScript
DoSpark
DoThink
DoUniqueString
Does a bent tongue still need LOS from the bend point?
Does a z_spawn like spawn based on an input table
Does the Tank get his own blood effect instead of the normal infected one?
Does the current game mode have humans playing as zombies?
Does the zombie lunge push players?
Doesn't block LOS
DominatorLimit
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 push me!
Don't relocate PZs closer than this regardless of flow distance
Don't test validity of a lag comp restore, just do it.
Don't touch me!
Done spitting
Done waiting
DontMessageParent
Door %s using obsolete 'Start Open' spawnflag with 'Spawn Position' set to 'Open'. Reverting to old behavior.\n
Door %s with conflicting collision settings, removing ignoredebris\n
Door is closed
Door was destroyed
Door(func): %s (%f %f %f)\n
Door(prop): %s (%f %f %f)\n
DoorAutoCloseThink
DoorBroken
DoorCloseMoveDone
DoorOpenMoveDone
DoorSound.DefaultArrive
DoorSound.DefaultLocked
DoorSound.DefaultMove
DoorSound.Null
Doors.Checkpoint.Unlock
Doors.Medkit_Cabinet
Dormant entity %s (%s) is thinking!!\n
DotProduct between tongue and vertical required to start choking.
Double connections check
Down
Draw a debug circle (center, rad, vRgb, a, ztest, duration)
Draw a debug forward box (cent, min, max, forward, vRgb, a, duration)
Draw a debug line using color vec (start, end, vRgb, a, ztest, duration)
Draw a debug oriented box (cent, min, max, angles(p,y,r), vRgb, a, duration)
Draw a debug overlay box
Draw a debug overlay line
Draw alien blood
Draw area as a filled rect of the given color
Draw human blood
Draw parameter meters
Draw text in 3d (origin, text, bViewCheck, duration)
Draw text with a line offset
DrawFilled
Draws a cross at the given location\n\tArguments: x y z
Draws a line from each player to the center of their last known nav area
Draws areas mobs can spawn from in green (normal) or blue (marked as OBSCURED in the nav)
Draws line between two 3D Points.\n\tGreen if no collision\n\tRed is collides with something\n\tArguments: x1 y1 z1 x2 y2 z2
Draws the bounding boxes of all func_ladders in the map.
Draws the last known area for the given entindex
Drop a fire pool from the specified location
Drop a spit pool from the specified location
DropFire
DropItem
DropSpit
DualDeployDuration
DualReloadDuration
Dump PZ data
Dump all global entities/states
Dump all response_rules.txt and rules (requires restart)
Dump the animation state for all the player classes.
Dump the contents of the Entity I/O event queue to the console.
Dump the contents of the game string table to the console.
Dump the debug history to the console. Format: <category id>\n    Categories:\n     0: Entity I/O\n     1: AI Decisions\n     2: Scene Print\n     3: Alyx Blind\n     4: Log of damage done to player
Dump the state of the VM to the console
Dump to the log all the scavengable items
Dumping event queue. Current time is: %.2f\n
Dumps debug history for the bot under the cursor to the blackbox
Dumps debug info for an entity
Dumps server physics stats
Dumps some visibility-related data to the console.
Dumps the names and values of this entity's script scope to the console\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Duplicate attribute name %s encountered!\n
Duplicate sequence %d in sheet file\n
Duration
Duration (in seconds) to wait for survivors to transition across changelevels
Duration (in seconds) to wait to unfreeze a team after the first player has connected
Duration each new flame will attempt to spawn new flames
Duration in seconds a survivor must be dead before being rescuable
Duration in seconds to show nav area ID and attributes while editing. (-1 = never hide)
Duration of the actual swing
Dust
DustTrail
Dynamic Light
Dynamic prop %s: no sequence named:%s\n
DynamicLightThink
E$kG
E%d_%c%d_%s
ECHEM
ECON
EDIT.ToggleAttribute
EDIT_BEGIN_AREA.Creating
EDIT_BEGIN_AREA.NotCreating
EDIT_CONNECT.Added
EDIT_CONNECT.AllDirections
EDIT_DELETE
EDIT_DISCONNECT.MarkedArea
EDIT_DISCONNECT.NoMarkedArea
EDIT_END_AREA.Creating
EDIT_END_AREA.NotCreating
EDIT_MARK.Disable
EDIT_MARK.Enable
EDIT_MARK_UNNAMED.Enable
EDIT_MARK_UNNAMED.MarkedArea
EDIT_MARK_UNNAMED.NoMarkedArea
EDIT_MERGE.Disable
EDIT_MERGE.Enable
EDIT_MOVE_CORNER.MarkedArea
EDIT_MOVE_CORNER.NoMarkedArea
EDIT_PLACE_PICK
EDIT_SELECT_CORNER.MarkedArea
EDIT_SELECT_CORNER.NoMarkedArea
EDIT_SPLICE.MarkedArea
EDIT_SPLICE.NoMarkedArea
EDIT_SPLIT.MarkedArea
EDIT_SPLIT.NoMarkedArea
EDIT_TOGGLE_PLACE_MODE
EDIT_WARP_TO_MARK
ED_D
EFIRE
EMPTY
ENERGYBEAM
ENTITY IS NOT A PLAYER: %d\n
ERAD
ERRO
ERROR - Air strike effect named %s has a bad height of %f\n
ERROR - Air strike effect named '%s' has an unsupported height of %f\n
ERROR - Could not find any ambient mob destination ents!\n
ERROR phys_convert %s ! Already MOVETYPE_VPHYSICS\n
ERROR! %s missing ACT_DIESIMPLE\n
ERROR!: Can't create physics object for %s\n
ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n
ERROR: (%s) target '%s' not found. Deleting.\n
ERROR: Ammo (%s) found no CVar named (%s)\n
ERROR: Attempting to give unknown ammo type (%s)\n
ERROR: BuildEscapeRoute failed. Distance to end of map is too far. Infected population incomplete. zeroFlowArea = #%d, endArea = #%d.\n
ERROR: BuildEscapeRoute failed. No path from start to end. zeroFlowArea = #%d, endArea = #%d.\n
ERROR: BuildEscapeRoute failed. The end area was NULL. zeroFlowArea = #%p\n
ERROR: BuildEscapeRoute failed. The start and end area were both NULL\n
ERROR: BuildEscapeRoute failed. The start area was NULL. endArea = #%p\n
ERROR: Can't init spring %s from "%s" to "%s"\n
ERROR: Cannot save navigation map '%s'.\n
ERROR: Entity delete queue not empty on level start!\n
ERROR: FLOW IS BROKEN - DIRECTOR CANNOT POPULATE WORLD
ERROR: First mark the 'from' area.\n
ERROR: First point at the 'to' area.\n
ERROR: Hinge with bad data!!!\n
ERROR: Invalid ground position.\n
ERROR: Navigation Mesh load failed.\n
ERROR: No local player!\n
ERROR: OnFlowDistancesInitialized failed. The end area was NULL\n
ERROR: OnFlowDistancesInitialized failed. The start and/or end area was NULL\n
ERROR: Tried to %s for entity %s (%s), but it has no attachment named %s.\n
ERROR: Tried to %s for entity %s (%s), but it has no parent.\n
ERROR: Tried to %s for entity %s (%s), but its parent has no model.\n
ERROR: Tried to create bone follower on invalid bone %s\n
ERROR: Unconnected ladder #%d bottom at ( %g, %g, %g )\n
ERROR: Unconnected ladder #%d top at ( %g, %g, %g )\n
ERROR: Unconnected ladder bottom at ( %g, %g, %g )\n
ERROR: Unconnected ladder top at ( %g, %g, %g )\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: path_track (%s) refers to itself as a target!\n
ERRORS
ESCAPE
ESCAPED: %s %s\n
ESCAPE_ROUTE
ETABLE
EVENTS
EVENT_CREDITS with negative elapsed time (rt %f starttime %f)\n
EVENT_LEVELSHUTDOWN:  with negative elapsed time (rt %f starttime %f)\n
EXPLOSIVE_AMMO
E\f#x4
E\f9B|t
E\f9D>
E\f9E
E\f9X
E\f9p
E\fku
E\ftQ
EarlyMourning
East
Easy
EatPills
EditNav_Precache
Eff.
EffectDispatch
Effects :%d (EF_NODRAW=%d)
EffectsPrecache
Effff.
Eiffel tower
EjectBrassEffect
ElectroThinkContext
ElectrocuteThink
Elevator tried to move to bad floor '%s'\n
ElevatorPushPlayer1
ElevatorPushPlayer2
Ellis
EmberUse
EmitAISound
EmitAmbientSound:  '%s' emitted as '%s' (ent %i)\n
EmitAmbientSound:  Raw wave emitted '%s' (ent %i)\n
EmitAmbientSoundOn
EmitBlood
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 (server)\n
EmitSoundOn
EmitSoundOnClient
Emitsound
Empty %s (%s) at %.2f, %.2f, %.2f\n
Enable
Enable debug output for versus tank/witch spawning logic
Enable debug printing about constraint sounds.
Enable or disable focusing on teammates via the use key
Enable test mode for ik height adjustment
Enable the tutor to learn to play the game
Enable timers to wait between rounds.
Enable/Disable stalemate mode.
EnableAlternatePath
EnableCollision
EnableCollisions
EnableDamageForces
EnableGun
EnableLedgeHang
EnableMotion
EnablePath
EnablePhyscannonPickup
EnablePuntSound
EnableRefire
EnableShadow
EnableShadows
EnableTankFrustration
Enabled
Enabled.
Enables player lag compensation
Enabling HDR and reloading materials\n
Encountered duplicate attribute definition for attribute "%s"!
Encountered func_breakablesurf at (%2.2f, %2.2f, %2.2f) that has a material applied to more than one surface!\n
Encountered invalid element ID data!
End  : %3.0f
End a director script
End the current round.
EndCustomScriptedStage
EndGame
EndHint
EndScript
EndScriptDebug
EndScriptedMode
EndSize
EndSprite
EndTime
EndTouch
Energy Splash
EnforceFinaleNavSpawnRules
Engaged
EngineTraceServer003
Ensure that an entity's script scope has been created
EntIndexToHScript
Entindex
Entire team not touching
Entire team touching
Entities
Entity %s (%s) %s Collision Group %d\n
Entity %s(%s) has bad parent %s\n
Entity %s(%s) is ambiguously parented to %s, because there is more than one entity by that name.\n
Entity Decal
Entity I/O took to long! Aborting!\n
Entity ID %d not found.\n
Entity with data saved, but with no classname\n
EntityFile
EntityGroup <- [];\nMyEntityGroup <- {};\nMyEntityGroupArray <- EntityGroup;\nfunction __AppendToScriptGroup( name ) \n{\n\tif ( name.len() == 0 ) \n\t{ \n\t\tEntityGroup.append( null ); \n\t} \n\telse\n\t{ \n\t\tlocal ent = Entities.FindByName( null, name );\n\t\tEntityGroup.append( ent );\n\t\tif ( ent != null )\n\t\t{\n\t\t\tent.ValidateScriptScope();\n\t\t\tMyEntityGroup[name] <- ent;\n\t\t\tent.GetScriptScope().EntityGroup <- EntityGroup;\n\t\t}\n\t}\n}\n
EntityOutput
EntityOutputs
EntityParticleTrailInfo_t
EntityTemplate
EnvMicrophone %s specifies a non-existent speaker name: %s\n
Erase any previously placed walkable positions.
Erases current game stats and writes out a blank stats file
Error in precache file "%s":\n
Error parsing HUD table element named %s\n
Error parsing soundscape file %s after %s\n
Error reading attribute "%s"
Error reading in array attribute "%s" element %d
Error reading sub-version number.\n
Error reading weapon data file for: %s\n
Error running script named %s\n
Error:  <+X|-X|+Y|-Y|+Z|-Z> <value>\n
Error: Attempted CHANGE_TO to a NULL Action\n
Error: Nav areas are too far apart vertically to connect! Max climb distance is 180!\n
Error: You used slot %d more than once in your HUD Table (key %s)\n
Escape route length is %f\n
EscapeSpawnTanks
EscapeVehicleLeaving
Escaped!
Event.%sAlert
Event.%sAlertClose
Event.%sAlertFar
Event.AmbientMob
Event.ApproachingScavengeRoundWin
Event.BleedingOut
Event.BleedingOutEnd
Event.BleedingOutEnd_L4D1
Event.BleedingOutHit
Event.BleedingOutHit_L4D1
Event.BleedingOut_L4D1
Event.BoomerAlert
Event.BoomerHit
Event.ChargerAlert
Event.ChargerHit
Event.ChargerSlam
Event.ChargerSlamHit
Event.ChargerSmash
Event.DangerAtmosphere
Event.DisturbingAtmosphere
Event.Down
Event.DownHit
Event.DownHit_L4D1
Event.Down_L4D1
Event.FinalBattle
Event.FinalBattle_L4D1
Event.HunterAlert
Event.HunterHit
Event.HunterPounce
Event.JockeyAlert
Event.JockeyHit
Event.JockeyRide
Event.LargeAreaRevealed
Event.LargeAreaRevealed_L4D1
Event.LeavingSafety
Event.LedgeHangAboutToFall
Event.LedgeHangAboutToFallHit
Event.LedgeHangFalling
Event.LedgeHangFingers
Event.LedgeHangFingersHit
Event.LedgeHangOneHand
Event.LedgeHangOneHandHit
Event.LedgeHangTwoHands
Event.LedgeHangTwoHandsHit
Event.MobSignal1
Event.MobSignal2
Event.Mobbed
Event.MomentOfSilence
Event.NewAvailableZombie
Event.OnDown
Event.OnDown_L4D1
Event.Reveal
Event.SafeAtmosphere
Event.SafeRoom
Event.SafeRoom_L4D1
Event.ScavengeLevel_01
Event.ScavengeLevel_02
Event.ScavengeLevel_03
Event.ScavengeLevel_04
Event.ScavengeLevel_05
Event.ScavengeLevel_06
Event.ScavengeLevel_07
Event.ScavengeLevel_08
Event.ScavengeLevel_09
Event.ScavengeLevel_10
Event.ScavengeOvertimeStart
Event.ScavengeOvertimeTimeAdded
Event.ScavengeRoundEnd
Event.ScavengeRoundHalftime
Event.ScavengeRoundStart
Event.ScenarioLose
Event.ScenarioLose_L4D1
Event.ScenarioWin
Event.ScenarioWin_L4D1
Event.SmokerAlert
Event.SmokerChoke
Event.SmokerChokeHit
Event.SmokerDrag
Event.SmokerDragHit
Event.SpitterAlert
Event.SpitterBurn
Event.SpitterSpit
Event.StartAtmosphere
Event.SurvivalStart
Event.SurvivorDeath
Event.SurvivorDeathHit
Event.SurvivorDeathHit_L4D1
Event.SurvivorDeath_L4D1
Event.Tank
Event.VomitInTheFace
Event.WanderingAngryWitch
Event.WanderingAngryWitch2
Event.WanderingAngryWitch3
Event.WanderingAngryWitch4
Event.WanderingWitch
Event.WitchAttack
Event.WitchBurning
Event.WitchRage
Event.WitchRageBride
Event.Zombat2_Intro
Event.Zombat2_L4D1
Event.Zombat3_Intro
Event.Zombat3_L4D1
Event.ZombatIntro_L4D1
Event.Zombat_Intro_%i
Event.Zombat_ThePassing
Event.ZombieChoir
Event.ZombieChoir_L4D1
EventQueue
EventQueuePrioritizedEvent_t
EventQueuePrioritizedEvent_t pool
Everyone
Everyone is ready - moving out!
Exclude list emptied.\n
ExclusionList
Execute a script (internal)
Execute a vscript file, replacing existing functions with the functions in the run script
Execute all of this entity's VScripts, replacing existing functions with the functions in the run scripts
Execute an activation script, replacing existing functions with the functions in the run script
ExecuteJournal
Executing Journal Category: %s\n
Executing dedicated server config file\n
Executing listen server config file\n
Exit animation %s failed to cache target points properly!\n
Exiting on resume
ExpandThink
Expected %s found %s ( raw '%s' )! (prev: %s)\n
Expecting ',', didn't find it!
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 '}', 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!
Explode
ExplodeDamage
ExplodeRadius
ExplodeTouch
Exploding
Exploding Zombie max health
ExploitableByPlayer
Explosion
Explosion prop detonated %.0f,%.0f,%.0f.  Breaker:%s. Attacker:%s.\n
ExplosionForce
ExplosionType
ExplosiveAmmo
ExplosiveBulletsFired
Exposed while hiding!
Extinguish
Extinguish a burning player
ExtinguishTemporary
ExtinguishThink
Extra pitch bot hunters will lunge with at their max range (goes to 0 when bots are lunging up close)
EyeAngles
EyeFootDelta: %.2f, EyeGoalDelta: %.2f
EyeHeight
EyePosition
EyeYaw: %2.2f, FeetYaw: %2.2f, GoalFeetYaw: %2.2f
F @uH
F @uX
F$G9
F3 u0
F49N
F;sH|
F;s\ff
F;sl|
F;w8
FAILED to compile and execute script file named %s\n
FALL
FALSE
FCVAR_NEVER_AS_STRING
FFDamage
FFHits
FFHitsTaken
FFIncaps
FFIncapsDealt
FIDGET_LAYER: %s %c(c%2.2f, w%2.2f)
FINALE
FINALE - CUSTOM (%c)
FINALE - GAUNTLET
FINALE - STANDARD
FINALE_CUSTOM_CLEAROUT
FINALE_CUSTOM_DELAY
FINALE_CUSTOM_PANIC
FINALE_CUSTOM_SCRIPTED
FINALE_CUSTOM_TANK
FINALE_FINAL_BOSS
FINALE_GAUNTLET_1
FINALE_GAUNTLET_2
FINALE_GAUNTLET_BOSS
FINALE_GAUNTLET_BOSS_INCOMING
FINALE_GAUNTLET_ESCAPE
FINALE_GAUNTLET_HORDE
FINALE_GAUNTLET_HORDE_BONUSTIME
FINALE_GAUNTLET_START
FINALE_HALFTIME_BOSS
FINALE_HORDE_ATTACK_1
FINALE_HORDE_ATTACK_2
FINALE_HORDE_ESCAPE
FINAL_BOSS
FIRE token in response needs exactly three parameters.
FIRE_LAYER: %s %c(c%2.2f, w%2.2f)
FIRST
FL9FH
FMod values for pose controller %s\nTYPE: %i\nTIME OFFSET: %f\nRATE: %f\nAMPLITUDE: %f\n
FModAmplitude
FModRate
FModTimeOffset
FModType
FORBIDDEN TARGET
FPlayerCanRespawn: pPlayer=0
FRIEND(%d)\n
FTt\r
FU u
FXG;8|
FX_RicochetSound.Ricochet
F\fC9
F\fG9
Facing impending jump/climb
FacingPercentage
Factories - Finish
Factories - Start
Fade
Fade in time when a Tank is staggered by a grenade.
FadeAndRemove
FadeDist
FadeIn
FadeInThink
FadeOut
FadeOutThink
FadeScaleThink
FadeStartDist
FadeThink
FadeToPattern
Fades the prop being looked at
Failed To Submit table %s
Failed to call AllowBash though we think we have one\n
Failed to call AllowTakeDamage though we think we have one!\n
Failed to correctly clean up local script
Failed to create Bot.\n
Failed to create PropBreakable: would exceed MAX_EDICTS\n
Failed to create server demo\n
Failed to create tank during custom tank finale phase.\n
Failed to find a tank spawn position in area %d\n
Failed to find a witch spawn position in area %d\n
Failed to find checkpoint\n
Failed to find custom physics damage table name: %s\n
Failed to find function %s\n
Failed to get population data\n
Failed to include script "%s"
Failed to initialize templated entity with mapdata: %s\n
Failed to initialize templated entity with spawn table\n
Failed to reestablish collision model for object\n
Failed to restore physics object\n
Failed to spawn group entity %s\n
Failed to spawn item by class %s\n
Failed to write server demo file, %s\n
FallSpeed
FallThink
Far away
FarAcquireRange
FarAcquireTime
Farm
Fatal
Fault
FaultName:
FdG;8|
Fff.
Fffff.
Fh;8|
Field type name may have changed or inheritance graph changed, save file is suspect\n
FieldOfView
Fields
File %s (from %s) is len %d too long for a ScriptFileRead\n
File extension found in script list (%s)\nScript names should not contain extensions.\n
FileToString
Fill passed in table with current stats about infected in the world
Fill the tank raffle with dummy values for debugging
Fills out a table with the local time (second, minute, hour, day, month, year, dayofweek, dayofyear, daylightsavings)
Filter01
Filter02
Filter03
Filter04
Filter05
Filter06
Filter07
Filter08
Filter09
Filter10
FilterDamageType
FilterHealth
FilterInfectedClass
FilterMeleeDamage
FilterTeam
FilterType
FinalVehicleArrived
FinalVehicleSpotted
Finale started
FinaleEscapeFinished
FinaleEscapeForceSurvivorPositions
FinaleEscapeStarted
FinaleEscapeVehicleReadyForSurvivors
FinaleItemClusterCount
FinaleLost
FinalePause
FinaleStart
FinaleTriggered
FinaleWon
Find
Find a bodygroup id by name
Find a key in the VM 
Find and list all entities with classnames or targetnames that contain the specified substring.\nFormat: find_ent <substring>\n
Find entities by class name nearest to a point.
Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by name nearest to a point.
Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search
Find sound names which reference the specified wave files.
FindAllMatches
FindBestMatch
FindBodygroupByName
FindByClassname
FindByClassnameNearest
FindByClassnameWithin
FindByModel
FindByName
FindByNameNearest
FindByNameWithin
FindByTarget
FindEntity
FindInSphere
FindLadderAlongRay
FindNavAreaAlongRay
FindNearbySpawnSpot: Moving %s from %s to %s in a nearby nav area (%d) with max range of %f\n
FindRandomSpot
FindRescueAreaTrigger
Finding earliest occupy times...
Finding earliest occupy times...DONE\n
Finding encounter spots...
Finding encounter spots...DONE\n
Finding hiding spots...
Finding hiding spots...DONE\n
Finding light intensity...
Finding light intensity...DONE (%d unlit areas)\n
Finding light intensity...DONE\n
Finding sniper spots...
Finding sniper spots...DONE\n
Finish shifting the Selected Set.
FinishClientPutInServer %s(%d): looking for bots to take over\n
FinishIntro
FinishLagCompensation
Finished
Finished Charge
Finished dump.\n
Finished waiting out the spit
Finished with lean
Fire
Fire a game event to a listening callback function in script. Parameters are passed in a squirrel table.
Fire an output when the outtro stats are finished
Fire prop detonated %.0f,%.0f,%.0f.  Breaker:%s. Attacker:%s.\n
Fire.Plasma
FireConceptToAny
FireContext
FireCorrectOutput
FireEvent
FireGameEvent
FireScavengeMatchStart
FireTerrorBullets: LookupWeaponInfoSlot failed for weapon %s\n
FireTerrorBullets: weapon alias for ID %d not found\n
FireThink
FireTimer
FireUser1
FireUser2
FireUser3
FireUser4
Fireworks
FireworksCrate.Start
FireworksCrate.Stop
Firing PickRandom input on logic_case %s with no cases set up\n
Firing a gun can knock the player's view this amount of the current spread
Firing: (%s)\n
First
First Aid Kit has been consumed
First encounter: %d, %2.2f\n
FirstMoveChild
FirstUseDelay
FirstUseDelayThink
FirstUseStart
Fixing player blocking train by moving to center!\n
Fixing player blocking train via gamemovement!\n
Fixing player blocking train!\n
Fixup nodes marked with NAV_PLAYERCLIP.
Fizz
FizzThink
Fl;8|
Flags :%d
Flame damage multiplier
FlameThink
Flat ground, %f damage, %d iterations\n
Flesh.BulletImpact
Flies.Swarm
Flinch
Flips the selected ladder's direction.
Floating/interpenetrating world check
Floor %d ('%s') of elevator at ( %3.2f, %3.2f, %3.2f ) has no matching navigation areas\n
Floor %s is at %f, triggered by %s
Flow Debug...\n
Flow Error: Failed to spawn player at (%f %f %f), NO starting area!\n
Flow Error: Failed to spawn player at (%f %f %f), in area %d(%f %f %f)!\n
Flow Error: Goal area is blocked!\n
Flow Error: Goal not reached...\n
Flow Error: No goal area found!\n
Flow Error: No starting area found via flow!\n
Flow Warning: Checkpoint failed to locate nearby info_change_level!\n
Flow Warning: Found multiple nav_cordon_flow_target(s).\n
Flow: %3.0f / %3.0f
Flow: %3.2f
Flow: NULL
Flow: Walkable seeds...\n
Flush all .vcds from the cache and reload from disk.
Flush and reload all vehicle scripts
Flushes entity bone cache on lag compensation
Flushes the server & client side soundscapes
Flushes the sounds.txt system
Flushes the sounds.txt system (server only)
FlyingParticles
FlyingPiece01
FlyingPiece02
FlyingPiece03
FlyingPiece04
Fog unselected\n
FogName
FogSystem
FollowTarget
Foot Current: %.2f, Goal: %.2f, Backpedaling: %s
Footprint Decal
For debugging
For demo purposes
For testing - always grab ledges regardless of estimated falling damage
For testing - grab ledges even if you're the last survivor
For testing.  0: default.  1: unalerted common infected will stand still instead of wandering, turning, sitting, etc.
For testing.  0: default.  1: wandering zombies don't sit/lie down.  -1: wandering zombies always sit/lie down.
For this long, FF is credited back to the thrower.
Force SurvivorBots to be replaced after this many seconds for stress testing
Force SurvivorBots to not bash
Force SurvivorBots to not fire their weapons
Force SurvivorBots to stand still
Force all clients to disable their game instructors.
Force all players to respawn.
Force an existing attached tongue to break, for debugging
Force bots to crouch
Force bots to walk
Force intensity of selected SurvivorBot to maximum level.
Force melee attacks on single infected to always be stomps.
Force movement yaw along an animation path.
Force of the stumble effect when a hunter pounces on someone
Force selected bot to look at the local player's position
Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.
Force start the versus game, so PZs can spawn even if survivors are still in the safe room
Force the current scenario to end
Force the scavenge round to start
Force the scripted mode to move to the next stage in the script.
Force the specified scripted panic event to happen
Force the survival round to start
Force with witch the claw shoves other zombies away
ForceDrop
ForceFinaleStart
ForceNextStage
ForceOff
ForcePanicEvent
ForceScavengeStart
ForceSpawn
ForceSpawnAtEntityOrigin
ForceSurvivalStart
ForceSurvivorPositions
ForceTankSpawn
ForceVersusStart
Forces a 'PanicEvent' to occur
Forces background map population logic for testing
Forces boss zombie bots to crouch
Forces survivor bots to crouch
Forces survivor bots to fire continuously
Forces survivor bots to stand still
Forces survivor bots to use flashlights (-1 to force off)
Forces team to win
Forces the director to offer a tank
Forceweight token in rule '%s' did not specify a numerical weight! Ignoring.\n
Forgetful
Format: ent_keyvalue <entity id> "key1"="value1" "key2" "value2" ... "keyN" "valueN"\n
Format: ent_orient <entity name> <optional: allangles>\n
Format: ent_teleport <entity name>\n
Format: find_ent <substring>\n
Format: find_ent_index <index>\n
Forward
Found %d matches.\n
Found %i matching rules, selecting slot %i\n
Found %s\n
Found no entity at %d.\n
Found rescue trigger "%s"\n
Found soundscape entity with no soundscape name.\n
FoundryHelpers
Frame %8d/tick %8d: %3d run of %3d, %3d sliders, %3d blocked slides, scheduled %3d for next tick, %3d intentional sliders, %d nonresponsive, %d dead\n
Frame %8d/tick %8d: frame out of budget (%.2fms > %.2fms)\n
FrameUpdatePostEntityThink
Francis
Free Sound List is full!\n
FreeChristmasUserEscaped
FreeWeekendUserEscaped
Freezes players until this # of players have joined, then starts mission
Frequency
Friction during noclip move.
FrictionRevertThink
Friend is dead
Friend is dead and/or gone
Friend is gone
Friend is no longer in combat
Friend is not reachable
FriendHealCount
FriendlyFire
FriendsInGame
From
From negative to positive this, how much bump we add to a incap'd player's mouse.
Frozen
Frustration will accumulate for this many seconds before forcing an AI tank takeover
FuncTrackChange.Blocking
FuncTrackTrain '%s' has no target.\n
FuncTrain '%s' has no target.\n
Fx)9
G @uC
G @uk
G@T\tJ
GAME
GAMEEVENTSMANAGER002
GAS CAN
GAUNTLET FINALE
GAUNTLET_1
GAUNTLET_2
GAUNTLET_BOSS
GAUNTLET_BOSS_INCOMING
GAUNTLET_ESCAPE
GAUNTLET_HORDE
GAUNTLET_HORDE_BONUSTIME
GAUNTLET_START
GENERIC
GHOST
GJ tK
GK tT
GLOBAL
GLOBALNAME: %s
GRENADE LAUNCHER
GT\tFT
GTff.
GW u;
GW u?
G\3E
G\fC9
G\fF9
GainRange
Gambler
Game
Game Mode: %s\n
Game is in the second half of versus mode\n
Game mode name too long for buffer size\n
Game paused time showing up negative (rt %f pausestart %f)\n
Game skill level (1-3).
Game will not start until both teams have players.\n
Game/campaign
Game/chapter
Game/difficulty
Game/maxrounds
Game/mode
GameData: Too many missions installed, not advertising for mission "%s"\n
GameMode
GameMovement001
GameOver
GameRulesCreation
GameStatsUpload_
GameTitle
Garage
Gas Cans
Gas Zombie max health
GasCan
GasCanDensity
GasCansOnBacks
Gascans can survive this long in spit before they ignite.
GauntletMovementBonus
GauntletMovementBonusMax
GauntletMovementThreshold
GauntletMovementTimerLength
GauntletStopPanic
GaussExplosion
Gear: %d, RPM %4d
Geiger
General.BurningFlesh
General.BurningObject
General.StopBurning
Generate a Navigation Mesh for the current map and save it to disk.
Generate: Error - Data corrupt.\n
GenerateGameEvent
Generating Navigation Mesh...\n
Generation complete!  %0.1f seconds elapsed.\n
Gesture Slot %d(%s): %s %s(%s, %s, C:%f W:%f R:%f)\n
Gesture Slot %d(%s): NOT ACTIVE!\n
Get Angular Velocity for VPHYS or normal object
Get Base? velocity
Get Entity relative velocity
Get Player Health Buffer - from pills or adrenalin etc
Get Velocity for VPHYS or normal object
Get a bodygroup by id
Get a pathable location within this radius
Get a replacement parameter by index
Get a script instance of a player by index.
Get a sequence duration by id
Get a sequence name by id
Get area ID.
Get area attribute bits
Get center origin of area
Get debugging info on all award calcs to the console. (0|1|2|3 for none|yes-no thoughts|every thought|every spammy calc)
Get ladder ID.
Get name by group and part
Get place name
Get random origin within extent of area
Get spawn attribute bits
Get the Special Infected dominating this Survivor
Get the activity name for a sequence by id
Get the attachement id's angles as a p,y,r vector
Get the attachement id's origin vector
Get the bodygroup id's name
Get the bone id's angles as a p,y,r vector
Get the bone id's origin vector
Get the current base game mode
Get the current bits for the bot sense flags
Get the current game mode
Get the current sequence id
Get the current server time
Get the distance between the lead and trailing survivors, smoothed over time
Get the end time of the cooldown timer
Get the entity as an EHANDLE
Get the entity name stripped of template unique decoration
Get the forward vector of the entity
Get the group number for this item position
Get the local player on a listen server.
Get the maximum distance along the flow that the survivors have reached
Get the name of the use model.
Get the named activity index
Get the named attachement id
Get the named attachement's parent bone index
Get the named bone index
Get the owner entity, if there is one
Get the player's active weapon
Get the player's mask of pressed buttons
Get the player's name
Get the player's network (i.e. Steam) ID.
Get the player's slot
Get the player's userID.
Get the rarity for this item position
Get the rate at which the lead survivor is moving along the flow, smoothed over time
Get world space center of object - absolute coords
GetAbsAngles
GetAbsOrigin
GetAbsVelocity
GetActiveWeapon
GetAdjacentArea
GetAdjacentAreas
GetAdjacentCount
GetAliveDuration
GetAllAreas
GetAllLadders
GetAngles
GetAreasWithAttributes
GetAttachmentAngles
GetAttachmentBone
GetAttachmentOrigin
GetAttributes
GetAverageSurvivorFlowDistance
GetAveragedSurvivorSpan
GetAveragedSurvivorSpeed
GetAvoidanceObstacleHeight
GetBaseVelocity
GetBodygroup
GetBodygroupName
GetBodygroupPartName
GetBoneAngles
GetBoneOrigin
GetBottomArea
GetBottomOrigin
GetButtonMask
GetCenter
GetCharacterDisplayName
GetClassname
GetClientConvarValue
GetClientConvarValue(name) : returns the convar value for the entindex as a string.
GetClosestActivePipeBomb
GetClosestCharacterWhoIsIT
GetClosestSurvivor
GetCommonInfectedCount
GetContext
GetContext( name ): looks up a context and returns it if available. May return string, float, or null (if the context isn't found)
GetContextForScript
GetCorner
GetCounter
GetCurrentFlowDistanceForPlayer
GetCurrentFlowPercentForPlayer
GetCurrentScene
GetCustomScriptedStageProgress
GetDefaultClip1
GetDefaultClip2
GetDefaultItem
GetDifficulty
GetDifficultyString
GetDir
GetDirectorOptions
GetDistanceSquaredToPoint
GetDoor
GetElevator
GetElevatorAreas
GetEntityHandle
GetEntityIndex
GetEntityNameAsCStr
GetEyePosition() Can't get pstudiohdr ptr!\n
GetFMod
GetFloat
GetFloat(name) : returns the convar as a float. May return null if no such convar.
GetFloat(name) : returns the convar as a string. May return null if no such convar.
GetFlowDistanceForPosition
GetFlowPercentForPosition
GetForwardVector
GetFrameCount
GetFriction
GetFurthestSurvivorFlow
GetGameMode
GetGameModeBase
GetGroup
GetHealth
GetHealthBuffer
GetHighestFlowSurvivor
GetHoldoutCooldownEndTime
GetID
GetIncomingConnections
GetInfectedStats
GetInvTable
GetLadderByID
GetLadderCount
GetLadderEntity
GetLadders
GetLastKnownArea
GetLength
GetListenServerHost
GetLocalAngles
GetLocalAngularVelocity
GetLocalOrigin
GetLocalVelocity
GetLowestFlowSurvivor
GetMapName
GetMapNumber
GetMatchScore
GetMaxClip1
GetMaxClip2
GetMaxFlowDistance
GetMaxHealth
GetMissionWipes
GetModelIndex
GetModelName
GetModelScale
GetMoveParent
GetName
GetNavArea
GetNavAreaByID
GetNavAreaCount
GetNavAreasFromBuildPath
GetNavAreasInRadius
GetNavAreasOverlappingEntityExtent
GetNearestNavArea
GetNetworkIDString
GetNextStage
GetNumElements
GetObstructingEntities
GetOrigin
GetOutputTable
GetOwnerEntity
GetParent
GetParentHow
GetPendingMobCount
GetPhysAngularVelocity
GetPhysVelocity
GetPlaceName
GetPlayerCount
GetPlayerFromCharacter
GetPlayerFromUserID
GetPlayerName
GetPlayerSpawnPosition: No spawn zones\n
GetPlayerUserId
GetPosAtHeight
GetPreTemplateName
GetPropArraySize
GetPropEntity
GetPropEntityArray
GetPropFloat
GetPropFloatArray
GetPropInt
GetPropIntArray
GetPropString
GetPropStringArray
GetPropType
GetPropVector
GetPropVectorArray
GetRandomAdjacentArea
GetRandomSurvivor
GetRarity
GetReplaceParm
GetRootMoveParent
GetSafeSpawnPos: %s ideal pos %s is clear\n
GetSafeSpawnPos: Spawning %s stuck at %s - couldn't find a nearby empty space\n
GetScavengeItemsGoal
GetScavengeItemsRemaining
GetSceneByIndex
GetScoreboardFilename
GetScriptId
GetScriptScope
GetSenseFlags
GetSequence
GetSequenceActivityName
GetSequenceDuration
GetSequenceName
GetSizeX
GetSizeY
GetSoundDuration
GetSpawnAttributes
GetSpecialInfectedDominatingMe
GetSpecialSlotCountdownTime
GetStr
GetSurvivorSet
GetSurvivorSlot
GetTable
GetTimeSinceCleared
GetTimeSinceSpecialZombieKilled
GetTopArea
GetTopOrigin
GetTotalElapsedMissionTime
GetUseModelName
GetValue
GetVelocity
GetWidth
GetZ
GetZombieClass
GetZombieType
Gets distance from the start of the map for a given position.
Gets the average flow distance of all the survivors.
Gets the distance of how far the given player has made it to the goal.
Gets the max flow distance for the entire map.
Gets the percent of where in the flow a given position is.
Gets the percentage of how far the given player has made it to the goal.
Getting out from under survivor
Gff.
Gfff?
Gfffff.
Gffffff.
Ghost offers don't go to ghosts who spawn sooner than this
Ghosts must be this far ahead of the survivors to materialize
Ghosts this far away from survivors in travel distance can materialize regardless of linear distance from survivors
Ghosts who accept offers extend their timers to this much
GibShooter Body is <= 1!\n
Gibs
Giddyup.
Give a random weapon to each Survivor bot
Give a supply of ammo for current weapon..\n
Give a weapon upgrade by name
Give an item to each Survivor bot
Give an item/weapon to the player
Give an item/weapon to the player with a skin value
Give item to player.\n\tArguments: <item_name>
Give the control of the mouse back to Hammer.
Give the engine control of the mouse.
Give this much ammo for your primary weapon
GiveAmmo
GiveDefaultAmmo
GiveItem
GiveItemWithSkin
GiveTarget:%s
GiveUpgrade
Given a bot stuck dump filename, display the stuck locations in the environment
Given a character type, return the entity, or null
Given a user id, return the entity, or null
Gives feedback on current zombie state.
Gives the game time in seconds (server's curtime)
Giving pills to a friend
Giving up because I'm stuck
Glass.Small
Glass.Window
GlassBottle.ImpactHard
GlassBreak
GlassChunks
GlassImpact
Global Entity %s (%s) not in table!!!\n
Global entity found %s, wrong class %s [expects class %s]\n
Globalname: %s\n
GlowProxySize
GlowSprite
Go away from the keyboard so a bot will take over.
GoDown
GoOutThink
GoUp
Goal area = %d(%f %f %f)\n
Goal area set by a nav_flow_target!\n
Goal area set by checkpoint!\n
Goal area set by finale and rescue closet attributes, ie. the finale is reachable.\n
Goal area set by finale attribute and health cabinet!\n
Goal area set by finale attribute and radio!\n
Goal area set by finale attribute at center of area, note the quality is questionable - ie. may not be reachable.\n
Goal area set by nav_cordon_flow_target.\n
Going into Old ClearNWait
Going to intermission...\n
Good
GoodTeammate
GooedBySpitter
Got a NaN origin on %s\n
Got a NaN velocity on %s\n
Got debug command to move somewhere
Gotcha
GpF9
Grace period before player zombie is culled for being too far away
GravityTouch
Greed
GreenBlood
Grenade
Grenade Launchers
GrenadeBlunder
GrenadeLauncher.Explode
GrenadeType:%s
Group00
Group01
Group02
Group03
Group04
Group05
Group06
Group07
Group08
Group09
Group10
Group11
Group12
Group13
Group14
Group15
GtC9
G~C9
H17CTriggerTraceEnum
H8C9
H@;HD
HALFTIME_BOSS
HANGING
HB@T\tJ
HDR Color Scale: %0.3f
HDRColorScale
HEARING
HEV_DEAD
HH:MM:SS
HLTVDirector001
HORDE_ATTACK_1
HORDE_ATTACK_2
HORDE_ESCAPE
HREA
HUDManageTimers
HUDPlace
HUDReadTimer
HUDSetLayout
HUD_FAR_LEFT
HUD_FAR_RIGHT
HUD_FLAG_ALIGN_CENTER
HUD_FLAG_ALIGN_LEFT
HUD_FLAG_ALIGN_RIGHT
HUD_FLAG_ALLOWNEGTIMER
HUD_FLAG_AS_TIME
HUD_FLAG_BEEP
HUD_FLAG_BLINK
HUD_FLAG_COUNTDOWN_WARN
HUD_FLAG_NOBG
HUD_FLAG_NOTVISIBLE
HUD_FLAG_POSTSTR
HUD_FLAG_PRESTR
HUD_FLAG_TEAM_INFECTED
HUD_FLAG_TEAM_MASK
HUD_FLAG_TEAM_SURVIVORS
HUD_LEFT_BOT
HUD_LEFT_TOP
HUD_MID_BOT
HUD_MID_BOX
HUD_MID_TOP
HUD_PRINTCENTER
HUD_PRINTCONSOLE
HUD_PRINTNOTIFY
HUD_PRINTTALK
HUD_RIGHT_BOT
HUD_RIGHT_TOP
HUD_SCORE_1
HUD_SCORE_2
HUD_SCORE_3
HUD_SCORE_4
HUD_SCORE_TITLE
HUD_SPECIAL_COOLDOWN
HUD_SPECIAL_MAPNAME
HUD_SPECIAL_MODENAME
HUD_SPECIAL_ROUNDTIME
HUD_SPECIAL_TIMER0
HUD_SPECIAL_TIMER1
HUD_SPECIAL_TIMER2
HUD_SPECIAL_TIMER3
HUD_TICKER
HUMAN_HULL
HUNTER
Half-Life 2
HaloScale
HandBrakeOff
HandBrakeOn
HandleCommand_JoinTeam( %d ) - invalid team index.\n
HandleFoundryEntitySpawnRecords - CreateEntityByName( %s, %d ) failed\n
HangingCharacter:
HangingFromLedge
HangingFromTongue
Hard
Has area attribute bits
HasAction
HasAnySurvivorLeftSafeArea
HasAttributes
HasAvoidanceObstacle
HasConfigurableDifficultySetting
HasCriterion
HasEverBeenInjured
HasFirstAidKit
HasGrenade
HasMolotov
HasOutput
HasPainPills
HasPlayerControlledZombies
HasProp
HasSpawnAttributes
Have Entity say string, and teamOnly or not
Have a player pickup a nearby named entity
Haven't left the initial checkpoint yet
Head
Head Yaw: %.2f, Head Pitch: %.2f
Head damage with any weapon can cause wounds. Used in realism mode.
HeadPitchPoseParam
HeadYawPoseParam
Headshots
HealMeInterrupted
Healed friends %dx. 
Healed self %dx. 
HealedByFriend
Health Tank starts with in death throes.
Health of the tank projectile (0 disables)
Health: %d, collision group %d %s
Health: %i
HealthCount
Heard a sound that forced me to attack its source
Heat: %.1f
Height above ground z_spawn places new infected
Held
HelperName
HelperX
HelperY
HelperZ
HelpingHand
Hero
Hey - your spawntable doesn't have a classname
Hey, you are trying to FrameUpdate the HUD but there isn't a .Fields in your HUDTable\n
Hff.
Hfff.
Hfffff.
Hffffff.
HideHudHint
HideSprite
HideThink
HideWeapon
HideWeapons
Hiding time is up
Hierarchically spawn an entity group from a set of spawn tables.
Highlights constraint system graph for an entity
HinderingEscape
Hint.BigReward
Hint.Critical
Hint.Helpful
Hint.LittleReward
HintText
Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n
Hit surface "%s" (entity %s, model "%s" %s), texture "%s"\n
Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s, contents %08x\n
Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s\n
HitBoxes
HitIntervalAccum: %2.2f
HitWithVomit
Hitting: %s
HoldNoise
HoldTime
Holding %s\n
Hoping to kick out of mode, finished the specials\n
Horde Wave
HordeEscapeCommonLimit
HorizKickDir
HorizontalGlowSize
HorizontalPunch
HorizontalPunchDirChance
How close a friend needs to be to feel safe
How close to the arrival point of the rescue vehicle SurvivorBots try to get
How far a Zombie can see in OBSCURED areas when alert.
How far a Zombie can see in OBSCURED areas.
How far a Zombie can see in daylight
How far a Zombie can see when alert.
How far a Zombie can see.
How far a smoker can shoot his tongue.
How far an attacking zombie will look for a nearby target on their way to their chosen victim.
How far apart the tank/witch have to be along the flow
How far away our victim must be before we'll try to throw debris at them
How far from center of smoke cloud makes you cough.
How far off the first obstacle the tongue bends.
How far you have to progress after a gauntlet tank spawn before the horde fires up again.
How fast a tongue flies through the air.
How fast the bbq effect grows on burning players
How fast the burn effect grows on burning players
How hard physics objects are pushed away from the players on the server.
How hard the infected shove non-IT Survivors out of their way to reach the IT victim
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
How hard we push things that aren't players or doors.
How long Boomer vomit/explosion gore blinds us
How long a SurvivorBot waits once it reaches its debug move-to spot
How long a puker continuously pukes for.
How long a smoker must wait to shoot his tongue after a hit, from the time he lets go.
How long a smoker must wait to shoot his tongue after a miss.
How long after a dismount before the jockey can leap again.
How long after a vote passes until the action happens
How long after the tongue disconnects will a player need to wait.
How long an out-of-range Boomer will tolerate being visible before fleeing
How long from tongue contact to tongue pulling.
How long is given to a player to accept the offer of a special zombie during the finale.
How long is given to the first player to accept the offer of a special zombie.
How long looping soundpatch captions should display for.
How long of the victim making no progress until we break the tongue.
How long of the victim making no progress until we start choking him.
How long players get to vote to play again in a game with player controlled zombies.
How long should a kick vote ban someone from the server? (in minutes)
How long survivors can go without a scavenge item before overtime will end.
How long the Boomer waits before he vomits on his target on Normal difficulty
How long the fade takes
How long the nearest human must hold their place before SurvivorBots will re-evaluate their Battlestations
How long the screen fade lasts when a Tank is hit by a grenade.
How long to allow voting on an issue
How long to try and attract a recipient for an item give before giving up
How long we hold a given noise level before it starts to fade.
How many clusters of items will be populated in the finale
How many common infected are on the background map at once.
How many common infecteds we can have at once.
How many degrees per second that we can turn our feet or upper body when we're outside the max body yaw.
How many degrees per second that we can turn our feet or upper body.
How many minutes after round start players can buy items for.
How many minutes each round takes.
How many seconds after round start until a player is allowed to use a weapon.
How many times you can be incapacitated instead of killed between health kits.
How much a Survivor is slowed when hit by an Infected
How much damage a Tank takes from a grenade.
How much damage the choke does.
How much damage the tongue drag does.
How much damage to the smoker makes him let go of his victim.
How much fatigue the victim gets when released, to slow him down.
How much health a dying Tank loses each update.
How much health does a respawned survivor get?
How much more SurvivorBots must be hurt to conider themselves equally valid as a healing target
How much new area must be revealed to trigger the reveal music
How much noise we lose each tick, after hold_time expires.
How much noise we make when we say things.
How much noise we make with a footstep.
How much someone's accuracy suffers while being dragged by a tongue.
How much space between models in a row
How much space between subsequent rows
How much space between wrapped rows
How much temp health you get revived with.
How much time is spent at each perf-crawl spot/ang in the map
How much to lead a moving target
How much to slow down backwards motion
How often a puker can puke.
How often a tank can throw.
How often our incap'd dizzy-drift changes directions.
How often someone can individually call a vote.
How often the choke does damage.
How often to transmit our cycle to the client for corrections.
How opaque the screen fade is when a Tank is hit by a grenade.
How quickly a SurvivorBot realizes a friend has been Pounced or Tongued
How quickly intensity increases
How soon a tank can try again after failing to throw.
How wide the cone is for a tongue hit in versus.
How wide the cone is for a tongue hit.
HowAngry
HudChat.Message
HudMsg
HudText
HulkShutOut
HulkZombie.Attack
HulkZombie.Breathe
HulkZombie.Die
HulkZombie.Growl
HulkZombie.Pain
HulkZombie.PainFire
HulkZombie.Punch
HulkZombie.PunchIncap
HulkZombie.StartLedgeClimb
HulkZombie.Throw
HulkZombie.Throw.Fail
HulkZombie.Throw.FlyLoop
HulkZombie.Throw.Pickup
HulkZombie.ThrownProjectileHit
HulkZombie.Thud
HulkZombie.Voice
HulkZombie.Yell
Hulk_RunAttack1_Gesture
Human player %s auto-selecting team\n
Human player limit reached (%d/%d)
Humans idle longer than this many seconds will be forced to spectator mode
Hunter
Hunter adds this angle/distance when pouncing
Hunter::Precache
HunterArmsVariant
HunterAssault
HunterAssistDamage
HunterAttack
HunterBehavior
HunterDamage
HunterIntention::Update
HunterKills
HunterLeapToCover
HunterLimit
HunterLungeAtVictim
HunterVariant
HunterZombie.Alert
HunterZombie.Death
HunterZombie.Growl
HunterZombie.Lunge
HunterZombie.LungeLand
HunterZombie.Pain
HunterZombie.PainShort
HunterZombie.Pounce
HunterZombie.Pounce.Cancel
HunterZombie.Pounce.FlyLoop
HunterZombie.Pounce.Hit
HunterZombie.Pounce.Miss
HunterZombie.Pounce.shred
HunterZombie.Voice
HunterZombie.Warn
Hunters lunging this fast stagger survivors with full power.
Hunters must be lunging this fast to stagger a survivor.
Hurt
HurtThink
HurtTouch
Hurts the player.\n\tArguments: <health to lose>
I am dead, dying, or at the mercy of the infected
I can't spit so I have to move
I don't have a first aid kit
I don't have any pills or adrenaline
I don't know how to be a victim\n
I don't see any enemies attacking my friend
I don't see any enemies attacking my friend, and have no explicit post-liberation action
I don't want to lie down in the water here - standing instead
I don't want to sit in the water here - standing instead
I entered an elevator
I have been hiding for too long.
I reached the checkpoint!
I started healing the wrong friend!
I was commanded to attack
I'm being attacked while helpless on a ladder!
I'm burning!
I'm exposed and my vomit is recharging
I'm exposed and too far away
I'm in acid spit!
I'm off of the ladder
I'm off the mesh
I'm on the elevator with the team leader
I'm too far away from the closest human survivor
I've been healed already
I've entered a battlefield
I've lost sight of the team
I've walked out of the checkpoint
I0t0
I0t8
I@ffffff
IBody::StartActivity %s failed, current activity %s is ACTIVITY_UNINTERRUPTIBLE\n
IBody::StartActivity failed, activity not available\n
IBody::StartActivity failed, actor is falling\n
IDLE
IELD
IEffects001
IEngineSoundServer003
IGNORED due to being marked "Don't save".\n
IGNORED, no across_transition flag & no globalname\n
IGNORED, outside transition volume.\n
IGameSystem::LevelInitPreEntityAllSystems
IMATCHEXT_L4D_INTERFACE_001
IMPORTANT
INACTIVE
INCAP
INCENDIARY_AMMO
INETSUPPORT_001
INFECTED_FLAG_CANT_FEEL_SURVIVORS
INFECTED_FLAG_CANT_HEAR_SURVIVORS
INFECTED_FLAG_CANT_SEE_SURVIVORS
INITIAL_DELAY
INTERACTIVE
INTERESTING
INVALID
IN_ATTACK
IN_ATTACK2
IN_BACK
IN_CANCEL
IN_DUCK
IN_FORWARD
IN_JUMP
IN_LEFT
IN_RELOAD
IN_RIGHT
IN_USE
IQuickTime001
ISERVERPLUGINHELPERS001
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
IVision::IsAbleToSee
IVision::IsLineOfSightClear
IVision::IsLineOfSightClearToEntity
IVision::Update
IVision::UpdateRecognizedSet
IXiD0
IXiT
I\fff.
Ice_Explosion_Decal
IdleInterval
If > 0, then it only runs the benchmark for this # of ticks.
If a bot is stuck equal to or longer than this value in seconds, dump debug data to console and logfile. -1 to disable
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
If a tongue passes this close to a witch's head, she will snap it
If all survivors are incapacitated, their health decays at this speed
If an infected, find out what type
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
If in hierarchy, retrieves the entity's parent
If in hierarchy, walks up the hierarchy to find the root parent
If living survivors are this far past a rescuable survivor, he stops calling for help
If non-0, health given to a zombie spawned with z_spawn
If non-zero when a map loads, dynamic props won't be loaded
If non-zero, game will restart in the specified number of seconds
If non-zero, game will restart once someone from each team gives the ready signal
If non-zero, the current round will restart in the specified number of seconds
If nonzero editing the mesh will incrementally recompue visibility
If nonzero, SurvivorBots can take the lead and won't always wait behind the lead human player
If nonzero, common infected will not growl, yell, etc
If nonzero, display information when escape route fails
If nonzero, include more data in stuck display
If nonzero, only display stuck data for entities with the given entindex
If nonzero, survivor team has this amount of time to get ready before starting out
If nonzero, tests will be run against this areaID only
If nonzero, the Director will not cull common infected
If our victim doesn't make this much progress in tongue_no_progress_release_time, start to hurt him.
If our victim doesn't make tongue_no_progress_tolerance progress towards in this time, start to hurt him.
If positive, it's the distance from the player where z_spawn spawns a character (as opposed to raycasting to the nearest obstacle)
If running a benchmark and this is set, it will record a vprof file over the duration of the benchmark with filename benchmark.vprof.
If set one, many debug prints to help track down the TLK_IDLE issue. Set two for super verbose info
If set to 1, dead survivors will never be rescue-able.
If set to a valid map name, will trigger a changelevel to the specified map at the end of the round
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 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 to zero, ghost spawn warping in finale's put the ghost out of the world\ninstead of cycling through survivors.
If set, notarget will cause entities to never think they are in the pvs
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, the campaign will restart fully if the Survivors die.
If set, uses the next higher difficulty mode for the purposes of damage factoring.
If someone looks at me longer than this, I'll notice
If the survivors are this close to the checkpoint, allow ghosts based on time
If true, a door will push players out of the way as it opens and closes.
If true, each bot keeps a history of debug output in memory
If true, low perf places will be dumped
If true, nav areas will be placed flush with the ground when created by hand.
If true, nav areas will be placed flush with the ground when split.
If true, survivor bot will be doing a perf-crawl walk through the map
If true, survivor bots will be used as placeholders for survivors who are still changing levels
If used without arguments, all available Fog values will be listed. If a Fog argument is given, the current Fog is set.
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
If victim is this close, crouch and get ready
If victim is this close, leap at them
If you don't cross the movement threshold in DirectorGauntletMovementTimer seconds, you will get this much bonus time added between mobs.
If you don't cross the movement threshold in this amount of time, you get increasing break time added between mobs.
If you move less than this in DirectorGauntletMovementTimer seconds, you will get an increasing break between mobs.
If zero, Hunters wont pounce, Tanks wont throw rocks, etc
Iff.
Ifffff.
Ignite
IgniteHitboxFireScale
IgniteLifetime
IgniteNumHitboxFires
Ignore
Ignore friendly fire that appears to be unintentional.
IgnoreFallDamage
IgnoreFallDamageWithoutReset
IgnoreNavThreatAreas
IgnorePlayers
IgnoredName01
IgnoredName02
IgnoredName03
IgnoredName04
IgnoredName05
IgnoredName06
IgnoredName07
IgnoredName08
IgnoredName09
IgnoredName10
IgnoredName11
IgnoredName12
IgnoredName13
IgnoredName14
IgnoredName15
IgnoredName16
Ignoring %d specified targetnames.\n
Ignoring player blocking train!\n
Illegal type <%s> in dataval field\n
Impact
Impact.Concrete
ImpactForce
Impossible
In Stasis
In multiplayer games, don't repeat captions more often than this many seconds.
In position to assist friend in combat
In versus mode, the team that is losing plays as survivors first
In-eye spectators will see 0=no glow, 1=normal glow, 2=weak glow
InBattlefield
InCheckpoint
InClosetMapEnd
InCombat
InCombatMusic
InPass
InRescueVehicle
InSafeSpot
InStartArea
InValue
Incap
Incap: %s, Reviving: %s, Hanging: %s
IncapKills
Incapacitated
IncapacitatedCount
Incaps
IncendiaryAmmo
IncendiaryBulletsFired
IncludeScript Warning - Script %s either missing or empty\n
IncludeScript stack overflow\n
Incorrect parameters. Format: <category id> <line>\n
Incorrect parameters. Format: <category id>\n
Increased Rage made me angry
Increment
Increment for the lull time per wave.
Increment the scavenge team score
IncrementCustomFinaleStage, moving to %s, result %d\n
IncrementCustomFinaleStage, selecting '%c'.\n
IncrementTeamScore
IncrementTextureIndex
Incrementing %s by %f at pos (%d, %d, %d)\n
Infected
Infected can try a respawn within this far of their original spawn
Infected can try a respawn within this many seconds of spawning
Infected.%s
Infected::Update
InfectedAlert
InfectedAlert::Update
InfectedAmbientMob
InfectedAmbientMob::Update
InfectedAttack
InfectedAttack::ChaseVictim::OnContact
InfectedAttack::ChaseVictim::Update
InfectedAttack::OnPunch
InfectedAttack::OnStart
InfectedAttack::PunchVictim::Update
InfectedAttack::Update
InfectedBehavior
InfectedBlinded
InfectedBurn
InfectedChangePosture
InfectedChaseGoal.Attract
InfectedDying
InfectedExecAction
InfectedFlags
InfectedFlee
InfectedLeanOnWall
InfectedLieDown
InfectedLieDown::Update
InfectedShoved
InfectedSitDown
InfectedSitDown::Update
InfectedStaggerAround
InfectedStaggerAround::Update
InfectedStandDazed
InfectedStandingActivity
InfectedState
InfectedWander
InfectedWander::Update
Inferno.FadeOut
Inferno.Fire.Ignite
Inferno.Loop
Inferno.Start
Inferno.StartSweeten
InfernoThink
Infinite angles from vphysics! (entity %s)\n
Infinite origin from vphysics! (entity %s)\n
Infinite round start time!\n
Inflictor
InfoChangelevel
InfoPanel
Inherit Velocity
InitBodyQue()
InitDefaultAIRelationships
InitGameRules: game rules entity (%s) not created
InitGameRules: missing gamerules class '%s' on the server
InitGameSystems - Finish
InitGameSystems - Start
InitInteractionSystem
InitScripts()
Initial Repulsion Velocity
Initial Scalar Noise
Initial State: %s
Initial Velocity Noise
Initial time on the clock when a scavenge round starts
Initial velocity of vomit damage entities.
InitialOwner
InitialState
InitialThink
InitialValue
InitializeCvars
Initializing Flow Distances...\n
Injured while healing myself
Injuries
Input
Input %s for %s entity dropped because the entity is in stasis.\n
InputAction
InputActivate
InputActivateSkybox
InputAdd
InputAddContext
InputAddHealth
InputAddOutput
InputAddPlayer
InputAddSlides
InputAddToCounter
InputAddToTimer
InputAdvanceFinaleState
InputAlpha
InputAlternativeSorting
InputAmplitude
InputApplyNavAttributes
InputApplyScore
InputBecomeRagdoll
InputBeginScript
InputBlendTonemapScale
InputBlockNav
InputBreak
InputCallScriptFunction
InputCancelAtNextInterrupt
InputCancelCurrentScene
InputCancelPending
InputCancelPlayback
InputChangeCDTrack
InputChangeGrav
InputClearContext
InputClearParent
InputClose
InputColor
InputColorBlueValue
InputColorGreenValue
InputColorRedValue
InputCommand
InputCompare
InputCompareValues
InputComplete
InputConvertTarget
InputCountPlayersInZone
InputDeactivate
InputDetach
InputDisable
InputDisableAlternatePath
InputDisableCollision
InputDisableCollisions
InputDisableDamageForces
InputDisableFloating
InputDisableLedgeHang
InputDisableMotion
InputDisablePath
InputDisablePhyscannonPickup
InputDisablePuntSound
InputDisableShadow
InputDisableTankFrustration
InputDisableUpdateTarget
InputDispatchResponse
InputDisplay
InputDissolve
InputDivide
InputDoEffect
InputEmitAISound
InputEmitBlood
InputEnable
InputEnableAlternatePath
InputEnableCollision
InputEnableCollisions
InputEnableDamageForces
InputEnableLedgeHang
InputEnableMotion
InputEnablePath
InputEnablePhyscannonPickup
InputEnablePuntSound
InputEnableRefire
InputEnableShadow
InputEnableTankFrustration
InputEnableUpdateTarget
InputEndCustomScriptedStage
InputEndHint
InputEndScript
InputEndTouch
InputExecuteJournalCategory
InputExplode
InputExtinguish
InputExtinguishTemporary
InputFade
InputFadeAndRemove
InputFadeIn
InputFadeOut
InputFadeToPattern
InputFilter
InputFindEntity
InputFinishIntro
InputFire
InputFireConceptToAny
InputFireEvent
InputFireScavengeMatchStart
InputFireTimer
InputFireUser1
InputFireUser2
InputFireUser3
InputFireUser4
InputForceDrop
InputForcePanicEvent
InputForceScale
InputForceSpawn
InputForceSpawnAtEntityOrigin
InputForceSurvivorPositions
InputFrequency
InputGameEnd
InputGauntletForceTankSpawn
InputGauntletStopPanic
InputGenerateGameEvent
InputGetCounter
InputGetFMod
InputGetValue
InputGoDown
InputGoUp
InputHandBrakeOff
InputHandBrakeOn
InputHideHudHint
InputHideSprite
InputHideWeapon
InputHowAngry
InputHurt
InputIgnite
InputIgniteLifetime
InputIgnoreFallDamage
InputIgnoreFallDamageWithoutReset
InputImpact
InputInPass
InputIncrement
InputIncrementBrushTexIndex
InputIncrementTeamScore
InputInsertSound
InputInterjectResponse
InputKill
InputKillHierarchy
InputKilledNPC
InputLaunchRock
InputLightOff
InputLightOn
InputLock
InputMoveToFloor
InputMultiplayerSpawned
InputMultiply
InputNoise
InputOnBreak
InputOpen
InputOpenAwayFrom
InputOpenJournalForWrite
InputPZEndGame
InputPanicEvent
InputPass
InputPausePlayback
InputPickRandom
InputPickRandomShuffle
InputPitch
InputPitchShiftPlayback
InputPlaySound
InputPlaySound: %s : %i\n
InputPlayer
InputPlayerClose
InputPlayerOpen
InputPostSpawnActivate
InputPreRoundActivate
InputPress
InputPressIn
InputPressOut
InputRandomizeFMod
InputRefireTime
InputRefreshInitialSpawnPositions
InputReleaseFromSurvivorPosition
InputReleaseSurvivorPositions
InputReload
InputRemove
InputRemoveAllSlides
InputRemoveContext
InputRemoveHealth
InputRemovePlayer
InputRemoveWeaponUpgrades
InputRescue
InputReset
InputResetGrav
InputResetPosition
InputResetTimer
InputResume
InputResumePlayback
InputReverse
InputRollCredits
InputRollStatsCrawl
InputRunScript
InputRunScriptFile
InputSacrificeEscapeFailed
InputSacrificeEscapeSucceeded
InputSacrificePlayerBeginsRun
InputSave
InputSaveDangerous
InputScriptPlayerDeath
InputScriptedPanicEvent
InputSet2DSkyboxFogFactor
InputSet2DSkyboxFogFactorLerpTo
InputSetActive
InputSetAmbient
InputSetAmmoModifier
InputSetAngles
InputSetAngularLimit
InputSetAnimation
InputSetAttached
InputSetAutoExposureMax
InputSetAutoExposureMin
InputSetBloomExponent
InputSetBloomSaturation
InputSetBloomScale
InputSetBloomScaleRange
InputSetBreakable
InputSetBrushTexIndex
InputSetCameraSpace
InputSetColor
InputSetColorLerpTo
InputSetColorSecondary
InputSetColorSecondaryLerpTo
InputSetCommentaryStatueMode
InputSetCompareValue
InputSetCounter
InputSetCurrent
InputSetCycleFrequency
InputSetCycleType
InputSetDamageFilter
InputSetDefaultAnimation
InputSetDensity
InputSetDisplayText
InputSetEnableShadows
InputSetEndDist
InputSetEndDistLerpTo
InputSetExcluded
InputSetFModAmplitude
InputSetFModRate
InputSetFModTimeOffset
InputSetFModType
InputSetFOV
InputSetFadeEndDistance
InputSetFadeInDuration
InputSetFadeOutDuration
InputSetFadeStartDistance
InputSetFadeTime
InputSetFadeToBlackStrength
InputSetFarBlurDepth
InputSetFarBlurRadius
InputSetFarFocusDepth
InputSetFarZ
InputSetFogController
InputSetForce
InputSetFrequency
InputSetGlowEnabled
InputSetGlowOverride
InputSetGlowRange
InputSetGrainStrength
InputSetGroup
InputSetHUDVisibility
InputSetHealth
InputSetHingeFriction
InputSetHitMax
InputSetHitMin
InputSetInactive
InputSetInterpolationTime
InputSetInvert
InputSetLevel
InputSetLightOnlyTarget
InputSetLightWorld
InputSetLightingOrigin
InputSetLocalContrastEdgeStrength
InputSetLocalContrastStrength
InputSetMagnitude
InputSetMass
InputSetMaxDensity
InputSetMaxDensityLerpTo
InputSetMaxPieces
InputSetMaxPiecesDX8
InputSetMaxRagdollCount
InputSetMaxSlideTime
InputSetMaxSpeed
InputSetMeasureReference
InputSetMeasureTarget
InputSetMinHitpointsThreshold
InputSetMinSlideTime
InputSetName
InputSetNearBlurDepth
InputSetNearBlurRadius
InputSetNearFocusDepth
InputSetNextPathCorner
InputSetNoListRepeats
InputSetParent
InputSetParentAttachment
InputSetParentAttachmentMaintainOffset
InputSetPattern
InputSetPlaybackRate
InputSetPoseParameterName
InputSetPoseValue
InputSetPosition
InputSetPositionImmediately
InputSetPushDirection
InputSetPushSpeed
InputSetRarity
InputSetRotationDistance
InputSetScrollSpeed
InputSetSequence
InputSetSpeakerName
InputSetSpeed
InputSetSpeedDir
InputSetSpeedDirAccel
InputSetSpeedReal
InputSetSpotlightTexture
InputSetSpringConstant
InputSetSpringDamping
InputSetSpringLength
InputSetStalemateOnTimelimit
InputSetStartDist
InputSetStartDistLerpTo
InputSetTarget
InputSetTargetEntity
InputSetTargetReference
InputSetTargetScale
InputSetTargetSpeed
InputSetTeam
InputSetText
InputSetToggleState
InputSetTonemapMinAvgLum
InputSetTonemapPercentBrightPixels
InputSetTonemapPercentTarget
InputSetTonemapRate
InputSetTonemapScale
InputSetTopVignetteStrength
InputSetTotalItems
InputSetUnbreakable
InputSetUseModel
InputSetValue
InputSetValueCompare
InputSetValueNoFire
InputSetValueTest
InputSetVelocity
InputSetVelocityLimitTime
InputSetViewControl
InputSetVignetteBlurStrength
InputSetVignetteEnd
InputSetVignetteStart
InputShatter
InputShock
InputShoot
InputShowHint
InputShowHudHint
InputShowMessage
InputShowSprite
InputShutdown
InputSkipStateChanged
InputSleep
InputSnapToStartPos
InputSparkOnce
InputSpawnDust
InputSpawnScavengeItem
InputSpawnSurvivor
InputSpawnZombie
InputSpeakResponseConcept
InputSpeedMod
InputSplash
InputStart
InputStartAnimSequence
InputStartBackward
InputStartCommentary
InputStartEffect
InputStartFire
InputStartFloatLerp
InputStartFogTransition
InputStartForward
InputStartGlowing
InputStartIntro
InputStartMeasuring
InputStartMovement
InputStartOverlay
InputStartPlayback
InputStartRadgollBoogie
InputStartShake
InputStartSpark
InputStartTilt
InputStartTouch
InputStartUnstoppableCommentary
InputSteering
InputStop
InputStopAtStartPos
InputStopEffect
InputStopGlowing
InputStopMeasuring
InputStopOverlay
InputStopShake
InputStopSound
InputStopSpark
InputStopTilt
InputStopWaitingForActor
InputStrikeOnce
InputStripActiveWeapon
InputStripWeaponByClassname
InputStripWeapons
InputStripWeaponsAndSuit
InputSubtract
InputSubtractFromTimer
InputSurvivorStandingOnCar
InputSwitchOverlay
InputSystemVersion001
InputTargetEntity
InputTeleport
InputTeleportEntity
InputTeleportToCurrentPos
InputTeleportToSurvivorPosition
InputTeleportToTarget
InputTest
InputTestActivator
InputThrottle
InputToggle
InputToggleAlternatePath
InputToggleDirection
InputToggleEnabled
InputTogglePath
InputToggleSound
InputToggleSpark
InputToggleSprite
InputToggleTest
InputTouchTest
InputTrigger
InputTriggerEvent
InputTurnGlowsOff
InputTurnGlowsOn
InputTurnOff
InputTurnOffDisplay
InputTurnOn
InputTurnOnDisplay
InputUnZoom
InputUnblockNav
InputUnlock
InputUpdateCvars
InputUse
InputUseDefaultAutoExposure
InputUseDefaultBloomScale
InputValue
InputViewPunch
InputVolume
InputWake
InputWidth
InputWriteToJournal
InputZoom
Input_OnLogicBranchChanged
Input_OnLogicBranchRemoved
Input_SpawnAll
Inputs: start, end, mask, ignore  -- outputs: pos, fraction, hit, enthit, startsolid
InsertSound
Inserted %s with no model\n
InsideTransition
InstanceTemplateSpawnTables
InstancedAutoGeneratedSoundScene:  Expecting non-NULL pActor for sound %s\n
Instructed NextBots to move to %f, %f, %f.\n
Instructor.ImportantLessonStart
Instructor.LessonStart
IntegerValue
Intensity
Intensity level at which players start saying "Reloading"
IntensityRelaxAllowWanderersThreshold
IntensityRelaxThreshold
IntensityThreshold
InterceptChat
InterjectResponse
Interpenetrating entities! (%s and %s)\n
InterpolationTime
InterpolationWrap
Interval at which an info_survivor_rescue yells for help
Interval at which blocked doors will try to reopen
Interval between tank swings
Interval between tank swings after a miss
Interval between tank swings when he is clearing zombies out of his path
Interval for spawning special zombies
Interval for spawning special zombies during the finale
Interval for spawning special zombies while survivors are in the checkpoint
Interval to update nearest for avoidance
Invalid Command passed to CommandABot\n
Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n
Invalid blackbox type: %s\n
Invalid counterterrorist spawnpoint at (%.1f,%.1f,%.1f)\n
Invalid debug type '%s'\n
Invalid directory size %d for %s\n
Invalid emit entity index: %i\n
Invalid entity index %s\n
Invalid entity search name %s\n
Invalid file id for %s\n
Invalid file location: %s\n
Invalid file size 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 map '%s' included in map cycle file. Ignored.\n
Invalid mp_gamemode value '%s', keeping old value '%s'.\n
Invalid nav file for %s\n
Invalid navigation file '%s'.\n
Invalid node
Invalid play entity index: %i\n
Invalid starting amplitude value in envelope!  (Cannot be -1)\n
Invalid starting duration value in envelope! (Cannot be -1)\n
Invalid team '%s'\n
Invalid terrorist spawnpoint at (%.1f,%.1f,%.1f)\n
Is Player a Ghost
Is the passed entity touching this trigger?
Is the player currently hanging from a ledge
Is the player currently incapacitated
Is the player dead
Is this player/entity a bot
IsAdrenalineActive
IsAnySurvivorBypassingTank
IsAnySurvivorInCombat
IsAnySurvivorInExitCheckpoint
IsAnySurvivorInStartArea
IsBikerAlive
IsBlocked
IsBot
IsBottleneck
IsCleared
IsCoachAlive
IsCompletelyVisibleToTeam
IsConnected
IsConnectedLadder
IsCoplanar
IsDamaging
IsDead
IsDedicatedServer
IsDegenerate
IsDominatedBySpecialInfected
IsDying
IsEdge
IsFinale
IsFinaleEscapeInProgress
IsFinaleVehicleReady
IsFinaleWon
IsFirePreventedUntilButtonRelease()
IsFiringWeapon
IsFirstMapInScenario
IsFlat
IsGamblerAlive
IsGettingUp
IsGhost
IsHangingFromLedge
IsHoldingFireButton() && !IsFullyAutomatic()
IsIT
IsImmobilized
IsInCombat
IsInUse
IsIncapacitated
IsL4D1Campaign
IsLocationFoggedToSurvivors
IsManagerAlive
IsMechanicAlive
IsMissionFinalMap
IsModelPrecached
IsNamVetAlive
IsOnASurvivorTeam
IsOnFire
IsOnThirdStrike
IsOverlapping
IsOverlappingOrigin
IsPc
IsPlayer
IsPlayerABot
IsPlayingIntro
IsPlayingOnConsole
IsPotentiallyVisibleToTeam
IsProducerAlive
IsRoughlySquare
IsSacrificeFinale
IsSequenceFinished
IsSessionStartMap
IsSinglePlayerGame
IsSoundPrecached
IsSpawningAllowed
IsSpeaking() %f\n
IsStaggering
IsSuppressingFallingDamage
IsSurvivor
IsTankInPlay
IsTeenGirlAlive
IsTouching
IsUnderwater
IsUsableByTeam
IsValidForWanderingPopulation
IsVisible
Item %s fell out of level at %f,%f,%f\n
Item:%s
ItemClusterRange
ItemDonor:
ItemPickedUp:
ItemPickedUp:%s
ItemPickedUp:Ammo
ItemPickup
ItemSoda.Bounce
ItemTouch
Items per 100 yards square
Items per 100 yards square (-1 to spawn all)
ItemsScavenged
J 9H t
JOCKEY
JUMP
JUMP 
J\fff.
JetLength
Jockey
Jockey adds this angle/distance when pouncing
Jockey.%s
Jockey::Precache
JockeyArmsVariant
JockeyAssault
JockeyAssistDamage
JockeyAttack
JockeyBehavior
JockeyDamage
JockeyIncaps
JockeyIntention::Update
JockeyKills
JockeyLeap
JockeyLimit
JockeyVariant
JockeyZombie.Alert
JockeyZombie.Death
JockeyZombie.Growl
JockeyZombie.Pain
JockeyZombie.PainShort
JockeyZombie.Recognize
JockeyZombie.Ride
JockeyZombie.Voice
JockeyZombie.Warn
JoinLateMsg
Joining team leader on a platform
JournalDataStream <-\n[\n
JournalFunc
JournalModeName <- "%s"\nJournalMapName <- "%s"\n
JournalPlayers <- [
JournalString
Journaling to %s\n
Jump
Jumping: %s, Falling: %s, InAir: %s
J~F9
K@9u
KLfffff.
KV Conditional Evaluation Error
K\fAf
K\fffffff.
K_ON
Keep this many backup copies of nav files.
KeyHintText
KeyValueFromInt
KeyValueFromString
KeyValueFromVector
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
Kff.
Kfffff.
Kick
Kick a transitioning player by userID
Kick idle/team-killing players
Kick players who team-kill within this many seconds of a round restart.
KickBack
Kicked
Kill
Kill Cam Replay
Kill the pointed-at common infected
KillCam
KillHierarchy
KillPlayerAttachments
KillTarget: %s\n
Killed Infected that was harrassing me
Killed our Survivor victim
Killed stuck player\n
KilledNPC
KilledZombie
Killing self
Kills
Kills a player applying an explosive force. Usage: explodevector <player> <x value> <y value> <z value>
Kills a player applying force. Usage: killvector <player> <x value> <y value> <z value>
Kills the player with explosive damage
Kills the player with generic damage
Knife.BreakTongue
Knife.StabHunter
KnifeSlash
Knockdown
Knocking off a pouncing zombie instantly kills them.
L3 f
L3$f
L38f
L3\f1
L4D1SurvivorBehavior
L4D1SurvivorGiveItem
L4D1SurvivorLegsBattleStations
L4D1SurvivorMinigunAttack
L4D1SurvivorMinigunAttack::FireWeapon
L4D1_Survivor
L4D2BotsWontHelp
L4D2C
L4D2CompetitiveStats
L4D2DurationAttacks
L4D2MapData
L4D2Stuck
L4D2SurvivorData
L4D2ZombieData
L4D_Chat_All
L4D_Chat_AllSpec
L4D_Chat_Infected
L4D_Chat_Spec
L4D_Chat_Survivor
L70k
L7\f9
L8\f9
L8\ff
L>13ZombieBotBody
L>333?
L?13CWeaponCSBase
L?333?8SendProp
LADDER_DOWN
LADDER_UP
LARGE_CENTERED_HULL
LARGE_HULL
LASER_SIGHT
LEVEL DESIGN ERROR: Divide by zero in math_value\n
LEVEL DESIGN ERROR: Entity %s is parented to itself!\n
LIMPING
LINUX
LIVE
LOCKED
LOCOMOTION
LOGDIR
LOOK_AT
LOWVIOLENCE
LYINGDOWN
Ladder
Ladder #%d (Team %s)\n
Ladder #%d\n
Ladder %d isn't fully connected or overlaps another ladder\n
Ladder dismount
LagCompensate
Landed
Landed on a player's head
Landmark name '%s' too long (%d chars)\n
Large Funnel
Large obstruction check
Largest time interval for child flame spawning
LaserSight
LaserSights
LaserTarget
LastSurvivor
LastSurvivorPanic
Late precache of %s (file missing?)\n
Late precache of %s, need to rebuild modelsounds.cache\n
Late precache of %s\n
LaunchRock
Launching Lunge/Pounce attack!
Launching vomit attack!
Layer %d (%s): order %d weight %f cycle %f
Leader not on an elevator
Leap away loft angle
Leaping!
Leaving vehicle with humans
Ledge
LedgeHang
Left 4 Dead 2
Left4Dead
LeftBehind
Length of the Pre-Round time
Length: %3.2f
Let the L4D1 survivors know that now is a good time to give the players an item
Let the survivor get back up!
Level
Level design error: Two entities with the name '%s' found. point_script_use_target named '%s' may not be finding the correct use entity.
Level design error: point_script_use_target '%s' has an invalid use model.\n
LevelInitPreEntity
LevelInitPreEntity - PreCache - Finish
LevelInitPreEntity - PreCache - Start
Lfff.
Lifespan Decay
Lifespan from distance to world
Lifetime Pre-Age Noise
Lifetime Random
Lifetime from Time to Impact
LifetimeMax
LifetimeMin
LightOff
LightOn
LightOnlyTarget
LightStyles
LightWorld
LightingOrigin
LightningEnd
LightningStart
Limits the number of visible tracers per frame
Line
Linear
List all the issues that can be voted on.
List player zombie damages
ListenFilter
Lists all active physics objects
Lists all entities
Lists all entity factory names.
Lists all place names used in the map.
Lists all simulating/thinking entities
Lists all touchlinks
Living survivors must travel this far past a dead survivor's corpse to be able to rescue him
LoadFromBuffer: missing {
LoadThink
Loading stats from '%s'\n
LoadoutSlots
Loads the Navigation Mesh for the current map.
Loc: %2.2f %2.2f %2.2f
LocalActiveWeaponData
LocalL4DWeaponData
LocalScript
LocalShotgunData
LocalTime
LocalWeaponData
Location
Location: %2.2f %2.2f %2.2f\n
Lock
Lock players' intensities at this value
LockTempo
Locked
Locomotion::HasPotentialGap
Locomotion::IsGap
Locomotion::IsPotentiallyTraversable
Logged scavenge item info to %s\n
Logging scavenge items for %s ver %d\n
Logs attacks.  Values are: 0=off, 1=enemy, 2=teammate, 3=both)
Long horizontal connection check
Long vertical connection check
Longest distance between at-least-partially visible areas: %d sees %d at range %.0f\n
Look at door to open it
Look at door we're closing
Look at minigun to use
Look at object to use
LookAtPlayers
LookTime
Lookat
Looking around at friend
Looking around at random spot
Looking at actor I'm trying to attack
Looking at attacker
Looking at door I'm trying to break
Looking at friend we are healing
Looking at friend we are rescuing
Looking at friend who is looking at me
Looking at melee shove target
Looking at my victim
Looking at orphan I've just reunited with
Looking at who I might give an item to
Looking at who I'm talking to
Looking forward while jumping a gap
Looking toward breakable for melee swing
Looking towards next wander spot
Looks up a sequence by sequence name or activity name
LookupActivity
LookupAttachment
LookupBone
LookupSequence
Lost my target
Lost my vomit target
Lost our victim
LostVictim
Louis
Low Violence client connected\n
Low Violence client(s) disconnected\n
Low-violence mode enabled
LowPriority
LowViolence
Lower the bottom of the drag select volume.
Lower the selected corner of the currently marked Area.
Lower the top of the drag select volume.
LowerBody
LowerRandomBound
Lowered %d areas\n
Lull
Lull duration between survival waves.
M60s
M9CSoundEnt
MAGNUM
MANDATORY
MAP INFO
MATCHFRAMEWORK_001
MDLCache004
MEDIUMBIG_HULL
MEDIUM_HULL
MEDIUM_TALL_HULL
MEGA_MOB
MELEE WEAPON
MGUsed
MGiI
MISSING CLASS in ClassifyText()
MM/DD/YY
MOBS
MOLOTOV
MWP %d: %d\n
M\f9A|t
M\f9E
M\f9K(u:
M\f9K,u:
M\f9K0u:
M\f9K4u4
M\f9L>
M\fff.
M\fffffff.
M\ft8
M\ftH
M\ftK
M\ftR
Made it to my ambush spot. Waiting.
Magnitude
Magnitude: %3.2f
MagnumDensity
Magnums
MainSoundscapeName
Make props solid to nav generation/editing
Make the player drop an item/weapon
Make the player switch to an item/weapon
Manage the system timers
Manager
ManhackCut
ManualAccelSpeed
ManualDecelSpeed
ManualSpeedChanges
Map Bug:  %s has SpotLightWidth %f > %f, clamping value\n
Map covers %6.4f square 100 yards\n
Map name '%s' too long (%d chars)\n
Map uses %d place names:\n
MapCameras
MapEntity_ParseAllEntities: found %s when expecting {
MapID
MapScript
Margin of error for Easy mode Tank rock throws
Mark all cached bot query results as invalid
Mark an Area with no Place name. Useful for finding stray areas missed when Place Painting.
Mark cliff areas, post-processing approximation
Mark the current location as a walkable position. These positions are used as seed locations when sampling the map to generate a Navigation Mesh.
Mark this area as not cleared
MarkAchievement
MarkAreaCleared
MarkAreaNotCleared
MarkAsBlocked
MarkAsBlocked: Area %d is already blocked with a different team id! This may cause flow bugs.\n
MarkAsDamaging
MarkObstacleToAvoid
Marked %d areas as stairs\n
Marked Area is connected to %d other Areas - there are %d total unnamed areas\n
Marked Area is connected to %d other Areas\n
Marked Ladder is connected to %d Areas\n
Marking transitioning player %d (%s) DONE\n
Marks a player as the VIP
Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
Mass: %.2f kg / %.2f lb (%s)
Master was null or not a master!\n
MatSystemSurface006
Match Particle Velocities
Matched rule '%s', 
Material
Material %s used by particle systems cannot use proxies!\n
MaterialSystemHardwareConfig013
Materialize
Materials
Math Counter %s ignoring ADD because it is disabled\n
Math Counter %s ignoring DIVIDE because it is disabled\n
Math Counter %s ignoring MULTIPLY because it is disabled\n
Math Counter %s ignoring SETVALUE because it is disabled\n
Math Counter %s ignoring SETVALUENOFIRE because it is disabled\n
Math Counter %s ignoring SUBTRACT because it is disabled\n
MathLib_Init
Max # of players 1 team can have over another (0 disables check)
Max # of survivors
Max Velocity
Max amount for the burn effect
Max area size created in nav generation
Max boomers alive at one time.
Max chargers alive at one time.
Max distance a Tank staggers when hurt by a grenade.
Max distance a stationary, crouched survivor can stagger after being lunged.
Max distance of starting threat area in vs mode
Max distance of starting threat area in vs mode on the first map
Max dot of a shove swing that can push a fellow survivor
Max fraction of map flow for tank/witch spawn location
Max fraction of map flow for tank/witch spawn location within the finale map of a campaign
Max fraction of map flow for tank/witch spawn location within the first map of a campaign
Max hunters alive at one time.
Max jockeys alive at one time.
Max lull duration.
Max number of entities to transmit to player
Max number of humans that can be controlling zombies at one time.
Max number of special zombies alive at one time.
Max range for neighbor collection for avoidance
Max score one team can reach before server changes maps
Max size in x/y of any auto-generated nav area
Max smokers alive at one time.
Max spitters alive at one time.
Max time a PZ staggers when bashed by a survivor that was pounced by said hunter.
Max time a PZ staggers when bashed by a survivor.
Max time a Tank staggers when hit by a grenade.
Max view roll angle
MaxAnimTime
MaxAutoAimDeflection1
MaxAutoAimRange1
MaxDeadTime
MaxDelay
MaxDist
MaxDrawDistance
MaxInaccuracy
MaxMovementSpread
MaxPitch
MaxPlayerSpeed
MaxRagdollCount
MaxRange
MaxSpecials
MaxSpread
MaxYaw
Maximum Survivor climb-up height used during flow computation
Maximum Survivor drop-down height used during flow computation
Maximum amount of bonus time you can accumulate from not moving.
Maximum amount of force applied to physics objects by players.
Maximum damage distance for vomit.
Maximum degrees/sec turning while stumbling forward
Maximum distance flames can spread from their initial ignition point
Maximum frametime to still play background expressions.
Maximum lag compensation in seconds
Maximum loft angle for Hunter Pounce angle adjustment
Maximum loft angle for Jockey Pounce angle adjustment
Maximum loft angle for Tank throw angle adjustment
Maximum number of flames that can be created
Maximum number of rounds
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 range for precomputed nav mesh visibility (0 = default 1500 units)
Maximum speed any ballistically moving object is allowed to attain per axis.
Maximum think time in milliseconds, warning is printed if this is exceeded.
Maybe local angvel
MbP?
MeasureReference
MeasureTarget
MeasureThink
MeasureType
Measures distance along a ray
Mechanic
Medic
MedkitsUsed
MegaMobIncoming
MegaMobSize
Melee Weapons
Melee smash breakable in our way
Melee.HitBody
Melee.HitHead
Melee.HitLimb
MeleeClubSplatter
MeleeSlashSplatter
MeleeWeapon
MeleeWeaponDensity
MeleeWeaponInfoStore
MeleeWeapons
Members/numPlayers
Members/numSlots
Memory leak: mempool blocks left in memory: %d\n
Merges a saved selected set into the current mesh.
Merging changes for global: %s\n
Merging navigation areas...\n
MessageText
MessageWriteBitVecIntegral called with no active message\n
Metal Sparks
Metal.Large
Metal.Medium
Metal.SawbladeStick
Metal.Small
MetalChunks
Mffff.
Microphone %s set dsp_speaker to %d.\n
Min amount for the bbq effect
Min distance of starting threat area in vs mode
Min distance of starting threat area in vs mode on the first map
Min fraction of map flow for tank/witch spawn location
Min fraction of map flow for tank/witch spawn location within the finale map of a campaign
Min fraction of map flow for tank/witch spawn location within the first map of a campaign
Min time after leaving a checkpoint that a tank can spawn
MinAnimTime
MinDist
MinDuckingSpread
MinHitPointsToCommit
MinInAirSpread
MinPitch
MinStandingSpread
Minigun cooldown time
Minigun damage rate, in health/minute
Minigun overheat time
Minigun rate of fire, in bullets/minute
Minigun spray in degrees from forward
Minigun.Fire
Minigun.SpinDown
Minigun.SpinUp
Minimum 2D dot product from player's view to a ladder to be able to grab it
Minimum amount of force applied to physics objects by players.
Minimum distance between separate flame spawns
Minimum falling speed to cause a 'hard' landing animation to occur
Minimum falling speed to cause a landing animation to occur
Minimum falling speed to cause a stumbling forward landing animation to occur
Minimum interval between Tank rock throws
Minimum range for spawning special zombies
Minimum size of pushback objects
Minimum stopping speed when on ground.
Minimum time before we can play a MomentOfSilence after leaving a Checkpoint
Minimum time between DisturbingAtmosphere performances
Minimum time between damaging a Survivor from a mob
Minimum time between successive MomentOfSilence performances
Minimum time that we haven't seen a threat or been injured. Used when deciding to play MomentOfSilence
Minimum time until the next mob or boss. Used when deciding to play MomentOfSilence
MinimumHitPoints
MinimumStageTime
Missing Battlefield check
Missing Checkpoint check
Missing Finale check
Missing caption for %s\n
Missing command string
Missing nav file for %s\n
Missing population check
MissionLost
MixLayerName
Mob zombie spawned in spawn area %d - %d left\n
MobMaxPending
MobMaxSize
MobMinSize
MobRechargeRate
MobSpawnMaxTime
MobSpawnMinTime
MobSpawnSize
Mobs at least this large trigger 'mob' events
Model
Model %s tried to reference unregistered activity: %s \n
Model: %s\n
Model:%s
ModelName
Modes/%s
ModifySpeed
Molotov
Molotov projectile spawned at %f %f %f, velocity %f %f %f\n
Molotov.IdleLoop
Molotov.Loop
Molotov.Throw
MolotovDensity
MolotovScorch
Motion Disabled
Motion controlled animation
Mounted gun cooldown time
Mounting downward ladder
Mounting upward ladder
Mouted gun overheat time
Move Hammer's 3D view to the same position as the engine's 3D view.
Move entity to position
Move player to an exact specified origin (must have sv_cheats).
Move player to specified origin (must have sv_cheats).
Move specified player to specified origin (must have sv_cheats).
Move: %2.2f %2.2f
MoveDistance
MovePingSound
MoveSound
MoveSoundMaxPitch
MoveSoundMaxTime
MoveSoundMinPitch
MoveSoundMinTime
MoveSpeed
MoveToFloor
Movement Basic
Movement Dampen Relative to Control Point
Movement Lock to Bone
Movement Lock to Control Point
Movement Maintain Position Along Path
Movement Match Particle Velocities
Movement Max Velocity
MovementSpeed
Mover got stuck - attacking
MovieExplosion
Moving at speed %f to floor %d(%s)
Moving into attack position...
Moving to assist human in combat
Moving to meet the incoming rescue vehicle
MovingSound
MovingSoundThink
MudSplatter
Multi-trace error: encountered a recycled entity %p (%s)!\n
MultiSrc: Used by non member %s.\n
MultiTouch
MultiWaitOver
MultiplayerSpawned
Multiple definitions for criteria '%s' [%d]\n
Multiple elevators overlap navigation area #%d\n
Multiplier for second texture slide rate
Multiplier for tank hitting a phys prop.
Multiplier to reload time when incapacitated.
Multiplier to speed when we are dragging somebody.
Multiply
Multisource %s enabled (%d inputs)\n
Murder
Music::OnScavengeLevelChange  : %s\n
Music::Precache - Finish
Music::Precache - Start
MusicCmd
MusicDynamicMobScanStopSize
MusicDynamicMobSpawnSize
MusicDynamicMobStopSize
MusicDynamicSpeed
MusicParameters
Mutation: %s Stage %s
Mutation: %s Stage %s val %d (script %s)
MuzzleFlash
MuzzleFlashEffect_1stPerson
MuzzleFlashEffect_3rdPerson
MuzzleFlashScale
My patient has been healed
My patient is at the mercy of the infected
My patient is being healed by someone else
My patient is dead, dying, or at the mercy of the infected
My patient is holding a healing item, presumably to use on themselves
My patient is involved in a use action with someone else
N v4
N11CBaseEntity17NetworkVar_m_GlowE
N11CBaseEntity22NetworkVar_m_CollisionE
N11CBasePlayer13NetworkVar_plE
N11CBasePlayer18NetworkVar_m_LocalE
N11CBasePlayer22NetworkVar_m_PlayerFogE
N12CBaseAbility32NetworkVar_m_nextActivationTimerE
N12CBaseAbility37NetworkVar_m_activationSupressedTimerE
N12_GLOBAL__N_121CPlayerInfoManager_V1E
N12_GLOBAL__N_121IPlayerInfoManager_V1E
N12tankPrecache18CResourcePrecacherE
N13CBaseBeltItem21NetworkVar_m_UseTimerE
N13CTerrorPlayer20NetworkVar_m_itTimerE
N13CTerrorPlayer21NetworkVar_m_tugTimerE
N13CTerrorPlayer22NetworkVar_m_hangTimerE
N13CTerrorPlayer22NetworkVar_m_stunTimerE
N13CTerrorPlayer25NetworkVar_m_staggerTimerE
N13CTerrorPlayer27NetworkVar_m_knockdownTimerE
N13CTerrorPlayer28NetworkVar_m_autoCrouchTimerE
N13CTerrorPlayer29NetworkVar_m_noAvoidanceTimerE
N13CTerrorPlayer30NetworkVar_m_tongueVictimTimerE
N13CTerrorPlayer37NetworkVar_m_vocalizationSubjectTimerE
N13CTerrorWeapon23NetworkVar_m_swingTimerE
N13CTerrorWeapon24NetworkVar_m_attackTimerE
N13CTerrorWeapon29NetworkVar_m_helpingHandTimerE
N13CTerrorWeapon35NetworkVar_m_helpingHandTargetTimerE
N13CTerrorWeapon40NetworkVar_m_helpingHandSuppressionTimerE
N13sky3dparams_t14NetworkVar_fogE
N13witchPrecache18CResourcePrecacherE
N14CFogController16NetworkVar_m_fogE
N14boomerPrecache18CResourcePrecacherE
N14hunterPrecache18CResourcePrecacherE
N14jockeyPrecache18CResourcePrecacherE
N14playerPrecache18CResourcePrecacherE
N14smokerPrecache18CResourcePrecacherE
N15chargerPrecache18CResourcePrecacherE
N15infernoPrecache18CResourcePrecacherE
N15spitterPrecache18CResourcePrecacherE
N16CPlayerLocalData18NetworkVar_m_audioE
N16CPlayerLocalData21NetworkVar_m_skybox3dE
N16infectedPrecache18CResourcePrecacherE
N16spraycanPrecache18CResourcePrecacherE
N17CRuleScriptBridge17CScriptResponse_tE
N17tank_rockPrecache18CResourcePrecacherE
N18CTerrorMeleeWeapon28NetworkVar_m_meleeSwingTimerE
N18weapon_smgPrecache18CResourcePrecacherE
N19CSpeechScriptBridge17CSpeechResponse_tE
N19entityflamePrecache18CResourcePrecacherE
N19vgui_screenPrecache18CResourcePrecacherE
N20CEntityParticleTrail17NetworkVar_m_InfoE
N20escape_routePrecache18CResourcePrecacherE
N20holiday_giftPrecache18CResourcePrecacherE
N20insect_swarmPrecache18CResourcePrecacherE
N20weapon_gnomePrecache18CResourcePrecacherE
N20weapon_meleePrecache18CResourcePrecacherE
N20weapon_riflePrecache18CResourcePrecacherE
N21BulletEffectsPrecache18CResourcePrecacherE
N21ability_throwPrecache18CResourcePrecacherE
N21ability_vomitPrecache18CResourcePrecacherE
N21weapon_gascanPrecache18CResourcePrecacherE
N21weapon_pistolPrecache18CResourcePrecacherE
N22ClientPrecachePrecache18CResourcePrecacherE
N22weapon_molotovPrecache18CResourcePrecacherE
N22weapon_smg_mp5Precache18CResourcePrecacherE
N23EffectsPrecachePrecache18CResourcePrecacherE
N23WeaponResourcesPrecache18CResourcePrecacherE
N23weapon_chainsawPrecache18CResourcePrecacherE
N23weapon_vomitjarPrecache18CResourcePrecacherE
N24EditNav_PrecachePrecache18CResourcePrecacherE
N24weapon_pipe_bombPrecache18CResourcePrecacherE
N24weapon_rifle_m60Precache18CResourcePrecacherE
N24weapon_tank_clawPrecache18CResourcePrecacherE
N25weapon_adrenalinePrecache18CResourcePrecacherE
N25weapon_ammo_spawnPrecache18CResourcePrecacherE
N25weapon_oxygentankPrecache18CResourcePrecacherE
N25weapon_pain_pillsPrecache18CResourcePrecacherE
N25weapon_rifle_ak47Precache18CResourcePrecacherE
N25weapon_sniper_awpPrecache18CResourcePrecacherE
N26PhysFrictionEffectPrecache18CResourcePrecacherE
N26fire_cracker_blastPrecache18CResourcePrecacherE
N26molotov_projectilePrecache18CResourcePrecacherE
N26spitter_projectilePrecache18CResourcePrecacherE
N26weapon_autoshotgunPrecache18CResourcePrecacherE
N26weapon_boomer_clawPrecache18CResourcePrecacherE
N26weapon_hunter_clawPrecache18CResourcePrecacherE
N26weapon_jockey_clawPrecache18CResourcePrecacherE
N26weapon_propanetankPrecache18CResourcePrecacherE
N26weapon_pumpshotgunPrecache18CResourcePrecacherE
N26weapon_rifle_sg552Precache18CResourcePrecacherE
N26weapon_smoker_clawPrecache18CResourcePrecacherE
N27predicted_viewmodelPrecache18CResourcePrecacherE
N27upgrade_laser_sightPrecache18CResourcePrecacherE
N27vomitjar_projectilePrecache18CResourcePrecacherE
N27weapon_charger_clawPrecache18CResourcePrecacherE
N27weapon_cola_bottlesPrecache18CResourcePrecacherE
N27weapon_rifle_desertPrecache18CResourcePrecacherE
N27weapon_shotgun_spasPrecache18CResourcePrecacherE
N27weapon_smg_silencedPrecache18CResourcePrecacherE
N27weapon_sniper_scoutPrecache18CResourcePrecacherE
N27weapon_spitter_clawPrecache18CResourcePrecacherE
N28info_survivor_rescuePrecache18CResourcePrecacherE
N28pipe_bomb_projectilePrecache18CResourcePrecacherE
N28weapon_defibrillatorPrecache18CResourcePrecacherE
N28weapon_fireworkcratePrecache18CResourcePrecacherE
N28weapon_first_aid_kitPrecache18CResourcePrecacherE
N28weapon_hunting_riflePrecache18CResourcePrecacherE
N28weapon_pistol_magnumPrecache18CResourcePrecacherE
N29weapon_shotgun_chromePrecache18CResourcePrecacherE
N2RR15CToggleOperatorE
N2RR18CDecrementOperatorE
N2RR18CIncrementOperatorE
N2RR21CApplyContextOperatorE
N30upgrade_ammo_explosivePrecache18CResourcePrecacherE
N30weapon_sniper_militaryPrecache18CResourcePrecacherE
N31upgrade_ammo_incendiaryPrecache18CResourcePrecacherE
N31weapon_grenade_launcherPrecache18CResourcePrecacherE
N35PrecachePointCommentaryNodePrecache18CResourcePrecacherE
N35grenade_launcher_projectilePrecache18CResourcePrecacherE
N36weapon_upgradepack_explosivePrecache18CResourcePrecacherE
N37weapon_upgradepack_incendiaryPrecache18CResourcePrecacherE
N3rr211CResponseDBE
N3rr211IResponseDBE
N3rr212IRulePayloadE
N3rr217ICriterionFunctorE
N5CLeap27NetworkVar_m_leapAgainTimerE
N6CLunge28NetworkVar_m_lungeAgainTimerE
N6CVomit22NetworkVar_m_nextSprayE
N6CVomit27NetworkVar_m_attackDurationE
N8Infected20NetworkVar_m_itTimerE
N9CTankClaw35NetworkVar_m_lowAttackDurationTimerE
NAV AREA\n
NAV IGNORE
NAV_EAST
NAV_NORTH
NAV_SOUTH
NAV_WEST
NCHEM
NCON
NDebugOverlay::Box
NDebugOverlay::Line
NDebugOverlay::ScreenTextLine
NDebugOverlay::Text
NERVEGAS
NEVERGIB
NFIRE
NGDO
NO HOSTAGES 
NO STATE
NO ZOMBIES
NONE
NORMAL
NORMAL MODE
NOT 
NOTHREAT
NOT_CLEARABLE
NO_HOSTAGES
NO_JUMP
NO_JUMP 
NO_MERGE
NO_MOBS
NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
NPC_
NPC_CombineS
NPC_human_grunt
NPCs
NRAD
NULL
NULL Ent '%s' in GiveNamedItem!\n
NULL Ent in CreateWindowPane!\n
NULL Ent in GiveNamedItem!\n
NULL Ent in UTIL_PrecacheOther\n
NULL entity in global entity list!\n
N\fC9
N\ffff.
NamVet
Name
Name of the .txt file used to cycle the maps on multiplayer servers 
Name of the particle system to dynamically spawn
Nav Selected Set
Nav file name too short.
NavAreaBuildPath
NavAreaBuildRetreatPath
NavAreaTravelDistance
NavContext
NavEndArea: Out of memory\n
NavMesh
NavMesh Visibility List Lengths:  min = %d, avg = %d, max = %d\n
NavPlace.db
NavThink
Navigation areas class
Navigation ladders class
Navigation map '%s' saved.\n
Near our team again
NearAcquireRange
NearAcquireTime
Nearby button is %s
NearestEntityDistance
NearestPath
Need to have victim off ground for this long to choke him.
Need to have victim this high off ground to choke him.
Needs a radius\n
Needs arg of Easy, Normal, Hard, or Impossible.
Negated
NetGesture %d : (%1.3f) %s
NetProps
NetworkSystemVersion001
Networking
New cycle time (RoF) used when incapacitated, overriding weapon.
NewHintGroup
NewInL4D2
NewLevelUnit
Next
NextBot
NextBot tickrate changed from %d (%.3fms) to %d (%.3fms)\n
NextBotCombatCharacter
NextBotCombatCharacter::DoThink
NextBotExpensive
NextBotSpiky
NextKey
NextMovePeer
Nfff.
Nfffff.
Nh;Nl
Nick
No %s found.\n
No Host Name
No Landmark:%s\n
No Map Name
No Server Address
No ability exists!
No ability!
No area population for %s\n
No area with id %d\n
No battlefield could be found.\n
No conversion from %s to float now\n
No conversion from %s to int now\n
No conversion to string
No custom ability!
No debugoverlay to clear with\n
No escape found!
No exit checkpoint could be found.\n
No finale radio could be found.\n
No free conversion of %s variant to HSCRIPT right now\n
No free conversion of %s variant to Vector right now\n
No infected to decal.\n
No key specified\n
No known TV shot for event %s\n
No last known area!
No leader
No loading area for rescue vehicle found!
No longer in a damaging area
No longer on an elevator
No longer stumbling to a stop
No mob spawn areas
No model!
No nav fog.\n
No nearby buttons
No path to battlestation
No path to goal
No practical battlestation found
No reachable teammates left alive
No reload voice because: Everyone else is dead.\n
No reload voice because: Haven't seen a zombie recently.\n
No reload voice because: Nobody nearby to hear.\n
No reload voice because: Second or later shotgun shell.\n
No reload voice because: Topping off a shotgun.\n
No reload voice because: VocalizeTimer still running.\n
No reload voice because: we already said Reloading and haven't finished.\n
No room to lie down - sitting instead
No room to sit down - standing instead
No rounds fired
No script specified\n
No scripted user function to call\n
No such criterion '%s' for rule '%s'\n
No such enumeration '%s'\n
No such response '%s' for rule '%s'\n
No such sentence group %s\n
No suitable weapon
No support for lean
No train %s\n
No trouble areas selected\n
No valid command for bot functor in CommandABot\n
No valid positions in history for BacktrackPlayer client ( %d )\n
No valid walkable seed positions.  Cannot generate Navigation Mesh.\n
No victim
No vomit ability!
No-one came to get the item, throwing it anyway
NoMercy
NoMobSpawns
Noise
Noise Scalar
Noise Vector
NoiseAmplitude
NoiseFactor
Non-climbable ladder check
None
Noplace to evade to!
Normal
North
NorthEast
NorthWest
Not Found!
Not a valid chapter context.
Not a valid mission.
Not calling for rescue
Not in Foundry mode.\n
Not obstructing nav
Not ready yet
Not saving empty selected set to disk.\n
NoteSpeaking( %f, %f ) (stop at %f)\n
Null bot passed to botcmd from script\n
Num ticks simulated : %d\n
NumReservedWanderers
Number of Nav Areas: %d\n
Number of failed votes a user can call per map
Number of samples to maintain in player perf history
Number of seconds a burning Tank takes to die in easy, normal, versus and survival
Number of seconds a burning Tank takes to die in expert
Number of seconds a burning Tank takes to die in hard
Number of seconds a burning zombie takes to crisp
Number of seconds to delay showing information in the status bar
Number of seconds to keep showing old information in the status bar
Number of times blocked doors will try to close before becoming non-solid and forcing a close.
Number of travel markers we expose to survivors in Versus mode.
NumberInSafeSpot
NumberOfTeamAlive
NumberOfTeamDead
NumberOfTeamIncapacitated
NumberOutsideSafeSpot
O(ffff.
O2 TANK
OBSCURED
OBSTACLE 
OBSTACLE_TOP
OBSTRUCTED 
OKC9
OPEN TO ALL
ORE_
OTHER
OXYGEN TANK
Object %d (of %d) =========================\n
Object attached to Physcannon has no physics object\n
ObjectiveThink
Observer target cleared\n
Observer target set\n
Obstructing nav
Occupant %d: %s
Off the mesh, returning
Offer for %s: %s re-accepted the offer after transition.  Spawning in %d seconds.\n
OfferItem
Offffff.
Old nav file for %s\n
On reload from empty, time before a fire command is recognized to cancel the reload.
On the survivor team (Otherwise, infected).
On20SecondsToMob
On2Speakers
On4Speakers
On51Speakers
On60SecondsToMob
OnActivate
OnAdrenalineUsed
OnAllFalse
OnAllTrue
OnAnimationActivityComplete
OnAnimationActivityInterrupted
OnAnimationBegun
OnAnimationDone
OnAnimationEvent
OnAttach
OnAwakened
OnBackgroundMap
OnBeginCustomFinaleStage
OnBeginFade
OnBlinded
OnBlockedClosing
OnBlockedOpening
OnBreak
OnCacheInteraction
OnCanceled
OnCarAlarmChirpEnd
OnCarAlarmChirpStart
OnCarAlarmEnd
OnCarAlarmStart
OnCase01
OnCase02
OnCase03
OnCase04
OnCase05
OnCase06
OnCase07
OnCase08
OnCase09
OnCase10
OnCase11
OnCase12
OnCase13
OnCase14
OnCase15
OnCase16
OnChangeFinaleMusic
OnChangeFinaleStage
OnChangeLevel
OnCheckpointDoorClosed
OnCheckpointDoorOpened
OnClose
OnCommandApproach
OnCommandAssault
OnCommandAttack
OnCommandPause
OnCommandResume
OnCommandRetreat
OnCommandString
OnCommentaryMidGame
OnCommentaryMultiplayerSpawn
OnCommentaryNewGame
OnCommentaryStarted
OnCommentaryStopped
OnCompletion
OnConstraintBroken
OnContact
OnConvert
OnCoop
OnCoopPostIO
OnCustomPanicStageFinished
OnDamaged
OnDeath
OnDefault
OnDemoMapSpawn
OnDetach
OnDrop
OnEndChangelevel %s(%d): %d saved players:\n
OnEndFollow
OnEndTouch
OnEndTouchAll
OnEngineEndGame
OnEntText
OnEnteredSpit
OnEntireTeamEndTouch
OnEntireTeamStartTouch
OnEntityFailedSpawn
OnEntitySpawned
OnEqual
OnEqualTo
OnEscapeImpossible
OnEscapePossible
OnExtinguished
OnFacingLookat
OnFail
OnFalse
OnFinaleEscapeFinished
OnFinaleEscapeForceSurvivorPositions
OnFinaleEscapeStarted
OnFinaleEscapeVehicleReadyForSurvivors
OnFinaleLost
OnFinalePause
OnFinaleWon
OnFire
OnFireStart
OnFireStop
OnForceFinaleStart
OnFoundEntity
OnFullyClosed
OnFullyOpen
OnGameplayStart
OnGetValue
OnGreaterThan
OnGustEnd
OnGustStart
OnHealthChanged
OnHeardSound
OnHeatLevelEnd
OnHeatLevelStart
OnHitByTank
OnHitByVomitJar
OnHitMax
OnHitMin
OnHurt
OnHurtPlayer
OnIgnite
OnIgnited
OnIn
OnInjured
OnItemPickedUp
OnKilled
OnLandOnGround
OnLeaveGround
OnLessThan
OnLightOff
OnLightOn
OnLoadGame
OnLockedUse
OnLostSight
OnMapSpawn
OnMapTransition
OnMixed
OnModelChanged
OnMotionEnabled
OnMoveToFailure
OnMoveToSuccess
OnMultiNewMap
OnMultiNewRound
OnNPCPickup
OnNavAnalyze
OnNavAreaChanged
OnNewGame
OnNextPoint
OnNotEqual
OnNotEqualTo
OnNotFacingLookat
OnNotTouching
OnOpen
OnOtherKilled
OnOut
OnOutOfWorld
OnOuttroStatsDone
OnPanicEventFinished
OnPass
OnPhysCannonAnimatePostStarted
OnPhysCannonAnimatePreStarted
OnPhysCannonAnimatePullStarted
OnPhysCannonDetach
OnPhysCannonPullAnimFinished
OnPhysGunDrop
OnPhysGunOnlyPickup
OnPhysGunPickup
OnPhysGunPunt
OnPickUp
OnPlay
OnPlayerGotOffLadder
OnPlayerGotOnLadder
OnPlayerInZone
OnPlayerJoin
OnPlayerOutZone
OnPlayerPickup
OnPlayerSpawn
OnPlayerTouch
OnPlayerUse
OnPostSpawn
OnPostureChanged
OnPressed
OnPushedPlayer
OnRandom01
OnRandom02
OnRandom03
OnRandom04
OnRandom05
OnRandom06
OnRandom07
OnRandom08
OnRandom09
OnRandom10
OnRandom11
OnRandom12
OnRandom13
OnRandom14
OnRandom15
OnRandom16
OnReachedBottom
OnReachedFloor
OnReachedPosition
OnReachedTop
OnReleased
OnRemove
OnRescueZoneTouch
OnRevived
OnRoundRestartPreEntity: Area %d removing NAV_MOB_ONLY\n
OnRoundRestartPreEntity: Area %d removing NAV_TANK_ONLY\n
OnRoutedSound
OnScavenge
OnScavengeIntensityChanged
OnScavengeMatchStart
OnScavengeOvertimeCancel
OnScavengeOvertimeStart
OnScavengePostIO
OnScavengeRoundStart
OnScavengeTimerExpired
OnShoved
OnShowMessage
OnSight
OnSound
OnSpark
OnSpawn
OnSpawnBoomer
OnSpawnCharger
OnSpawnHunter
OnSpawnJockey
OnSpawnNormal
OnSpawnSmoker
OnSpawnSpitter
OnSpawnTank
OnSpawnWitch
OnSpawnedZombieDeath
OnSpokeConcept
OnStart
OnStartTouch
OnStartTouchAll
OnStuck
OnSurfaceChangedFromTarget
OnSurfaceChangedToTarget
OnSurvival
OnSurvivalPostIO
OnTakeDamage
OnTeamScored
OnThirdStrike
OnThreatChanged
OnTimeUp
OnTimeout
OnTimer
OnTimerHigh
OnTimerLow
OnTouchedActiveWeapon
OnTouchedByEntity
OnTouching
OnTrigger
OnTrigger1
OnTrigger10
OnTrigger11
OnTrigger12
OnTrigger13
OnTrigger14
OnTrigger15
OnTrigger16
OnTrigger2
OnTrigger3
OnTrigger4
OnTrigger5
OnTrigger6
OnTrigger7
OnTrigger8
OnTrigger9
OnTrue
OnUnStuck
OnUnblockedClosing
OnUnblockedOpening
OnUnpressed
OnUse
OnUseCanceled
OnUseCancelled
OnUseFinished
OnUseLocked
OnUseStart
OnUseStarted
OnUseStop
OnUser1
OnUser2
OnUser3
OnUser4
OnUserDefinedScriptEvent1
OnUserDefinedScriptEvent2
OnUserDefinedScriptEvent3
OnUserDefinedScriptEvent4
OnVehicleSpawn
OnVersus
OnVersusPostIO
One in how many bullets is a tracer in automatic weapons.
Only display stuck data for entities who were stuck longer than this duration
Only display stuck data for entities whose identifier matches this substring
Only do effects tracing, etc., first time a CUserCmd is predicted.
Only models matching the substring will be displayed
Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
Ooof! Fleeing to cover!
Opaque
Opaque type representing a return value from the old response system.
Open
OpenAwayFrom
Opportunistic attack possible, giving up
Order
Orient Rotation to 2D Direction
Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis.\n\tFormat: ent_orient <entity name> <optional: allangles>
Origin
Orphan check
Orphan is dead
Orphan is gone
OrphanedData_%d
Oscillate Scalar
Oscillate Vector
Other Contributors
Other textures
Ouch!
Ouch! Fleeing to cover!
Ouch! I have to defend myself!
Our Pills/adrenaline we are trying to give away have vanished
Our friend already has a pills slot item
Our friend is carrying a prop and we don't want him to drop it
Our friend is in combat
Out of Journal Filenames! Go Clean Up!\n
Out of scope
OutAnger
OutColor
OutValue
OuterMaxDist
Output help for script functions, optionally with a search string
Outputs the sizes of the visible sets
OutsideTransition
Overlap check
Overlapping ladder check
OverlayID
OverlayName1
OverlayName10
OverlayName2
OverlayName3
OverlayName4
OverlayName5
OverlayName6
OverlayName7
OverlayName8
OverlayName9
OverlayTime1
OverlayTime10
OverlayTime2
OverlayTime3
OverlayTime4
OverlayTime5
OverlayTime6
OverlayTime7
OverlayTime8
OverlayTime9
Override map-specified item densities with cvar values for tuning
OverrideFriction
Overrides the per campaign zombat music suffix
Overrides the player's music intensity track for testing
Overwriting physics object for %s\n
Owner: %s (%d)
Owner: NONE
Oxygen Tanks
OxygenTankDensity
P 9E
P 9H(t
P0ffff.
P11CBaseEntity
P?14CEntityFactoryI15CGameGibManagerE
PANIC EVENT
PANIC EVENT - CUSTOM (%c)
PARALYZE
PARTICLE SYSTEM: Unable to load manifest file '%s'\n
PASSABLE
PATH
PAUSE
PEvent
PHYSGUN
PHff.
PHffff.
PILLS
PIPE BOMB
PIPE_BOMB
PISTOL
PLASMA
PLAYERCLIP
PLAYERCLIP 
PLAYER_START
PM  Got a NaN origin on %s\n
PM  Got a NaN velocity %s\n
PM  Got a velocity too high on %s\n
PM  Got a velocity too low on %s\n
POISON
POSIX
PP_ATTACK: %2.2f\n
PP_IDLE: %2.2f\n
PRECIPITATION
PRECIPITATIONBLOCKER
PRECISE
PRECISE 
PREVENT_PHYSICS_FORCE
PROPANE CANISTER
PROPANE TANK
PROP_CLEARFLAGS
PSName
PZDmgMsg
PZEndGame
PZEndGameNo
PZEndGamePanelMsg
PZEndGamePanelVoteRegisteredMsg
PZEndGameVoteStatsMsg
PZEndGameYes
P_SC
Pace == STOP
Pain
Pain Pills
PainLevel:Critical
PainLevel:Incapacitated
PainLevel:Major
PainLevel:Minor
PainPillDensity
PainPills.Deploy
PaintSplatBlue
PaintSplatGreen
PaintSplatPink
PaneTouch
Panic events never end
PanicEvent
PanicForever
PanicSpecialsOnly
PanicType
PanicWavePauseMax
PanicWavePauseMin
PanicWaveSpecials
Params: (entity, query) : tests 'query' against entity's response system and returns the best response found (or null if none found).
Parent: %s\n
ParseParticleEffects
ParseRagdollIntoCache:  Couldn't Lookup Bone %s\n
Particle system %s could not find control point entity (%s)\n
ParticleAttach
ParticleAttachHitbox
ParticleDrawWidth
ParticleEffect
ParticleEffectNames
ParticleEffectStop
ParticleSmokeGrenade
ParticleSpacingDistance
ParticleTracer
ParticleTrailEndSize
ParticleTrailLifetime
ParticleTrailMaterial
ParticleTrailStartSize
Particles
Particles: Missing '%s'\n
Pass table - Inputs: bot, target, pos, cmd -- cmd BOT_CMD_MOVE, _ATTACK, _RETREAT, _RESET
Pass table - Inputs: start, end, mask, ignore  -- outputs: pos, fraction, hit, enthit, startsolid
Pass the HUD definition table for your mode
Pass the number of items you'd want in this map and this spits out the map density value
Passenger Roles Parsed:\t%d\n\n
Path Invalid
Path failed
Path not valid
Path::Compute(goal)
Path::Compute(subject)
Path::ComputePathDetails
Path::Copy
Path::PostProcess
PathFollower: OnMoveToFailure( FAIL_FELL_OFF )\n
PathFollower: OnMoveToFailure( FAIL_STUCK ) because forward and left are ZERO\n
PathFollower: OnMoveToSuccess\n
PathFollower::Avoid
PathFollower::CheckProgress
PathFollower::Climbing
PathFollower::Climbing( Search for ledge to climb )
PathFollower::GapJumping
PathFollower::IsAtGoal
PathFollower::JumpOverGaps
PathFollower::LadderUpdate
PathFollower::Update
Patient is NULL
Pause
PausePanicWhenRelaxing
Paused: %s
Pausing actor %s scripted scene: %s\n
Pausing entity I/O events\n
PelletScatterPitch
PelletScatterYaw
Penalty given for shooting while incapacitated.
Penetration
PenetrationMaxDistance
PenetrationNumLayers
PenetrationPower
Percent chance that a new wanderer will spawn in a cleared nav area.
Percent of injuries to heal
Percent of normal backpack item use duration to use when affected by Adrenaline
Percent of normal revive duration to use when affected by Adrenaline
Percent of time the tank throws overhand (0-100)
PercentTraveled
Percentage chance that a mob will spawn behind the Survivor team
Percentage of screen height per second
Perfect
PerfectTeam
Performance Warning: large friction system (%d objects)!!!\n
PerformanceMode
Phys2 World does not exist\n
PhysBlockHeader_t
PhysFrictionEffect
PhysObjectHeader_t
Physics
Physics object pointer unexpectedly non-null before restore. Should be creating physics object in CreatePhysics()?\n
Physics queue not empty, error!\n
Physics.WaterSplash
Physics2 Interface v0.5
Physics: %3d objects, %4.1fms / AVG: %4.1fms\n
PhysicsImpactSounds
PhysicsSimulate: %s bad movetype %d
PhysicsToss
PhysicsTryMove: !trace.u.ent
PickRandom
PickRandomShuffle
Picker %i/%s - ent %s model %s\n
PickupObject
Pills can't be used unless total health is less than this amount
Pills inside opening cabinet visible to team at ( %3.2f, %3.2f, %3.2f )\n
Pills visible to team at ( %3.2f, %3.2f, %3.2f )\n
PillsConvertedToDefib
PillsConvertedToHealth
PillsShared
PillsUsed
Pipe Bombs
Pipe bomb projectile spawned at %f %f %f, velocity %f %f %f\n
PipeBomb.Bounce
PipeBomb.TimerBeep
PipeBombDensity
Pistol
PistolDensity
Pistols
Pitch
Pitch: %2.2f %2.2f
Pitch: %d%%
PitchDownTimer: %2.2f\n
PitchShift
PlC;]
Place
Place the HUD element for Slot at X,Y,W,H
Placed %d areas on the ground\n
Placement finished. Requested %d, placed %d of %d potential items.\n
Places the selected corner of the currently marked Area on the ground.
Plastic.Large
Plastic.Medium
Plastic.Small
Plat.DefaultArrive
Plat.DefaultMoving
PlatUse
Play a specific activity on the pointed-at common infected
Play all vcds on the clients.
Play footstep sound for players
Play named ambient sound on an entity.
Play named sound on Entity
Play named sound only on the client for the passed in player
Play some music through the music engine
Play the specified .vcd file.
PlayCommand: Unable to find sound %s\n
PlayMegaMobWarningSounds
PlayScene
PlaySound
Player
Player %d has voted %s on the rematch.\n
Player %d is skipping the outtro\n
Player %s spawned as %s after waiting %3.2f seconds\n
Player %s, state Alert.
Player %s, state ENGAGED.
Player %s, state normal.
Player Decal
Player Infected
Player changed material to %d (was %d)\n
Player entindex for which to print speech attempts (0 for all)
Player is dying, but not dead yet
Player sent bad jointeam syntax\n
Player starting area = %d(%f %f %f)\n
Player's active weapon will never run out of ammo
Player's primary weapon will never run out of ammo
Player.AmbientUnderWater
Player.AmmoPackUse
Player.AwardUpgrade
Player.BandagingWounds
Player.Choke
Player.DamageHeadShot
Player.DamageHelmet
Player.DamageKevlar
Player.Death
Player.DeathHeadShot
Player.DenyWeaponSelection
Player.DrownContinue
Player.DrownStart
Player.Fall
Player.FallDamage
Player.FallGib
Player.FlashlightOff
Player.FlashlightOn
Player.Heartbeat
Player.Help
Player.HitInternal
Player.JumpLand
Player.LaserOn
Player.NeckSnap
Player.PickupWeapon
Player.PlasmaDamage
Player.SonicDamage
Player.StopBody
Player.StopItem
Player.StopVoice
Player.Swim
Player.UseTrain
Player.UsingColaBottles
Player.UsingGasCan
Player.UsingGasCanStop
Player.Wade
Player.WeaponSelected
Player.WeaponSelectionClose
Player.WeaponSelectionMoveSlot
Player: %s1 - Damage Given\n
Player: %s1 - Damage Taken\n
PlayerAlertGiveItem
PlayerAlsoWarnSpecial
PlayerAnimEvent
PlayerAnimationExtension
PlayerAskReady
PlayerBackUp
PlayerBeingHealed
PlayerChoke
PlayerClose
PlayerDeath
PlayerDeathThink
PlayerDeployingUpgradeAmmo
PlayerEmphaticGo
PlayerEnteredVehicle
PlayerEquippedScavengeItem
PlayerExertionCritical
PlayerExertionMajor
PlayerExertionMinor
PlayerFollowMe
PlayerFriendlyFire
PlayerGetInsideCheckPoint
PlayerGetToRescueVehicle
PlayerGivenItem
PlayerGoingToDie
PlayerGrabbedByTongue
PlayerGroundPoundedByTank
PlayerHeal
PlayerHealing
PlayerHealingOther
PlayerHelp
PlayerHurrah
PlayerHurryUp
PlayerIncapacitated
PlayerIncoming
PlayerInfoManager001
PlayerInfoManager002
PlayerInstanceFromIndex
PlayerItemForYou
PlayerKillThatLight
PlayerLedgeHangEnd
PlayerLedgeHangMiddle
PlayerLedgeHangStart
PlayerLedgeSave
PlayerLedgeSaveCritical
PlayerLock
PlayerLockTheDoor
PlayerLockTheDoorCheckPoint
PlayerLocomotion::Approach
PlayerLocomotion::Approach: No INextBotPlayerInput\n 
PlayerLook
PlayerLookHere
PlayerLookOut
PlayerMoveOn
PlayerMovementTraces
PlayerNearCheckpoint
PlayerNearFinale
PlayerNiceJob
PlayerOff
PlayerOn
PlayerOpen
PlayerOutsideCheckpoint
PlayerPickup
PlayerPourCancelled
PlayerPourFinished
PlayerPourStarted
PlayerReloading
PlayerRestored
PlayerReviveFriend
PlayerReviveFriendCritical
PlayerSeeDeadPlayer
PlayerShotGasCan
PlayerShoved
PlayerSpawn
PlayerSpotWeapon
PlayerStayTogether
PlayerTaunt
PlayerThanks
PlayerTonguePullStart
PlayerTransition
PlayerUnlock
PlayerUpdateThink
PlayerUpgradeAmmoDeployed
PlayerUsingColaBottles
PlayerUsingDefibrillator
PlayerUsingMe
PlayerVomitExpired
PlayerVomitInFace
PlayerWarnHearZombie
PlayerWarnMegaMob
PlayerWarnSpecial
PlayerWarnTank
PlayerWarnWitch
PlayerZombie.Attack
PlayerZombie.AttackHit
PlayerZombie.AttackMiss
PlayerZombie.BecomeGhost
PlayerZombie.BecomeReal
PlayerZombie.Breathe
PlayerZombie.CullWarn
PlayerZombie.Die
PlayerZombie.Fall
PlayerZombie.Hurt
PlayerZombie.JumpLand
PlayerZombie.Rage
PlayerZombie.Thud
Players can hear all other players' voice communication, no team restrictions
Players don't say "Reloading" when reloading a shotgun that has this many shells already
Players moving slower than this and not pressing any movement buttons use an ACT_IDLE variant
Players moving slower than this use an ACT_IDLE variant
Players need to hold +attack to revive
PlayersInCount
PlayersInGame
PlayersOutCount
Playing back: %s
Playing non-looping vehicle sound: %s\n
Playing vehicle sound: %s\n
Plays a horde scream sound and asks survivors to speak 'incoming horde' lines
Plays one of two sounds from entity depending on players in/out location
Please specify an output filename.\n
Please specify coordinates: x y z\n
Please wait for broadcast to start ...
PluginHelpersCheck001
PointAtEntity
Poor
Population
PortalVersion
Pos %f %f %f is%s in the map.\n
PoseParameterName
PoseValue
Position
Position Along Path Random
Position Along Path Sequential
Position From Parent Particles
Position In CP Hierarchy
Position Modify Offset Random
Position Modify Warp Random
Position Within Box Random
Position Within Sphere Random
Position on Model Random
Position: %0.3f, %0.3f, %0.3f\n
PositionInterpolator
Possible Values: 'start_at_attachment', 'follow_attachment', 'start_at_origin', 'follow_origin'
Possible entity I/O race condition!\n
Post custom...\n 
Post period after end game vote.
PostProcessName
PostProcessSystem
PostSpawn
PostSpawnActivate
PostSpawnDirection
PostSpawnDirectionVariance
PostSpawnInheritAngles
PostSpawnSpeed
Potential vote being called\n
Pottery.Huge
Pottery.Large
Pottery.Medium
Pottery.Small
Pounce by %s dealt %0.1f damage from a 2d distance of %.0f\n
Pounce loft angle
PounceIncaps
PounceVictim
Pouncing: %s, Tonguing: %s, Charging: %s, TongueReeling: %s, TongueAttacking: %s
Pre-Age Noise
PreDetonate
PreRoundActivate
PreTankMobMax
Precache
Precache a model.
Precache a sound.
Precache an entity from KeyValues in table
Precache called on a point_template that has no templates: %s\n
Precache of %s ambigious (no extension specified)\n
PrecacheCustomResponseSystem %s - Finish
PrecacheCustomResponseSystem %s - Start
PrecacheEntityFromTable
PrecacheInfectedModels
PrecacheModel
PrecachePlayerModelAndMaterials
PrecachePointCommentaryNode
PrecacheRegister
PrecacheScriptSound
PrecacheScriptSound '%s' failed, no such sound script entry\n
PrecacheSound
PrecacheStandardParticleSystems()
PrecacheSurvivorModels
PrecacheTempEnts()
PreferredMobDirection
PreferredMobPosition
PreferredMobPositionRange
PreferredSpecialDirection
Preparing player entities for changelevel\n
Preparing to restore %d survivor bots after map transition...\n
Press
PressIn
PressOut
Pressed
PressedAttack
PressedAttack2
PressedBack
PressedForward
PressedMoveLeft
PressedMoveRight
Pressing the button to start the elevator
Pressing the button to start the track train
Pressing...
PressureDelay
Prevent wandering zombies within this radius of threats
Preventing spawning\n
Prevents a userid from being auto-kicked
Prevents bots from moving
Prevents clients from running usercmds too far in the future. Prevents speed hacks.
Primary
Print a client message
Print a hud message on all clients
Print debug info for tongue
Print details about a sound.
Print out avatar info of each plaeyr
Print sizeof(entclass)
Print, to the console, an entity's current criteria set used to select responses.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
PrintHelp( "%s" );
Prints a snapshot of the director's state
Prints out counts of connected players and transitioning players (for debugging)
Prints the server's layer info for the specified infected
ProcessQueryCacheUpdate
Producer
ProhibitBosses
Projected Decal
PropAnimateThink
PropBreakableCreateAll: Could not create model %s\n
PropDatafile
PropExplosion
PropName
Propane Tanks
PropaneTank.Burst
PropaneTankDensity
Protected
Protector
ProximityThink
PruneThink
Pt\rC
PunchVictim
Push computed lag compensation amount by this many ticks.
Push the ScriptedMode to next stage - i.e. request GNSS be called
PushThink
PushawayThink
Put Player's inventory data into a passed in table
Put saved data back into the passed in table
PutClientInServer: no info_player_start on level\n
Puts the server into extremely low CPU usage mode when no clients connected
Putting entity to sleep: %s\n
Q0C;
Q0G;
Q0fff.
Q0kO
Q4;U
Q8F;s\f|
Q@9E
QAngle: %.2f %.2f %.2f
QH;E
QHF;
QT3PT
QTF;
QX\r)H
Q\fG9}
Qffffff.
Qkkbal
Query key %s has value %s, which appears to be a number -- you should pass this as a numeric type instead.
QueryThink
QueueSpeak
QueuedLoaderVersion001
R Nu
R0t5
R49P4t\v
R@9E
RADIATION
REMOVENORAGDOLL
RESCUE DOOR
RESCUE_CLOSET
RESCUE_VEHICLE
RESPONSE CRITERIA FOR: %s (%s)\n
RESPONSERULES: %s spoke '%s'. Found no matching response.\n
RESPONSERULES: %s spoke '%s'. Found response '%s'.\n
RESPONSE_NONE
RESPONSE_PRINT
RESPONSE_RESPONSE
RESPONSE_SCENE
RESPONSE_SENTENCE
RESPONSE_SPEAK
REVISIT: ( melee info handle = %d )\n
REVISIT: ( weaponid = %d )\n
REVISIT: Clearing all revisit record\n
REVISIT: Save complete, %d items saved\n
REVISIT: Saving %d instances of item %s\n
REVISIT: Saving %d instances of prop_physics ( %s )\n
REVISIT: Saving %d instances of weapon_melee_spawn\n
REVISIT: Saving %d instances of weapon_spawn\n
REVISIT: Saving revisitable state\n
REVISIT: restoring %s\n
REVISIT: restoring prop_physics ( %s )\n
REVISIT: revisit source found, deleting all weapon_spawn entities\n
REVISIT: revisit source found, removing all items\n
RGBA color to draw as the background color for nav areas while editing.
ROUT
RR: could not apply operator %s to prior value %s\n
RUN 
R\C9]
Radial using: %d(%s) at %f %f %f\n
Radial using: %s\n
Radial using: no usable entity found\n
RadiationThink
RadioText
Radius
Radius Random
Radius Scale
Radius of the stumble effect when a hunter pounces on someone
Ragdoll magnet adding %f inches/sec to %s\n
RagdollFadeOutContext
RagdollImpact
Raise the bottom of the drag select volume.
Raise the selected corner of the currently marked Area.
Raise the top of the drag select volume.
Raised %d areas\n
RampThink
RampToDefaultFadeScale
Random Cull
Random vector added to initial velocity of vomit damage entities.
RandomAnimation
RandomizeFMod
Randomly Flip Yaw
Range
Range at which Tank is slowed by gunfire
Range of the Claw weapon
Range of the Claw weapon when looking straight down, so it can reach your feet from your eyes.
Range of the actual swing
RangeModifier
Rangefinder didn't hit anything\n
Rate
Rate at which entities can be trickled to players
Rate of turn increase per second
RawAudio
RdJ9
Re-analyze the current Navigation Mesh and save it to disk.
Re-orders area and ladder ID's so they are continuous.
Re-selects the stored selected set.
Reached end of path
Reached opportunistic cover
Reached our besieged friend
Reached our besieged friend, and have no explicit post-liberation action
Reacting to high-powered rifle headshot
Reaction
Read value from a system timer
Reading externally referenced elements is not supported!\n
Reading: %s\n
Reads a string from a file to send to script
ReapplyInfectedFlags
Recent NPC speech:\n
Reckless
Recomputes flow distance
Recomputes lighting values
Recomputing Flow Distance...\n
Recreating %s at %.0f, %.0f, %.0f\n
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
RecursiveLoadFromBuffer:  recursion overflow
Referenced by '%s:%s' -- %s\n
RefireTime
Reflects wall-kick lunges
RefreshInitialSpawnPositions
Register
Register as a listener for a game event from script.
RegisterAvoidanceObstacle
RegisterForbiddenTarget
RegisterScriptGameEventListener
RegisterTemplateEntity: template entity with no name, class %s\n
Registers a target entity as forbidden
Rejecting func_breakablesurf at (%2.2f, %2.2f, %2.2f).  Drawn face isn't a quad.\n
Rejecting func_breakablesurf at (%2.2f, %2.2f, %2.2f).  Has multiple faces that aren't NODRAW.\n
Relationship
Relationship_t
Relative score of this match's quality (based on number of criteria matched)
RelaxMaxFlowTravel
RelaxMaxInterval
RelaxMinInterval
RelaxedSigh
ReleaseFromSurvivorPosition
ReleaseSurvivorPositions
Reload
Reload all response system scripts.
ReloadDuration
ReloadEffect
ReloadMOTD
Reloading original map %s\n
Reloading\n
Reloads Melee weapon scripts to the MeleeWeaponInfoStore
Reloads the MotD file
Reloads the weapon script files
RelocateOrCullZombie: Spot blocked (%.0f, %.0f, %.0f) for a %s%s\n
Remap Distance Between Two Control Points to Scalar
Remap Distance to Control Point to Scalar
Remap Noise to Scalar
Remap Scalar
RemovalThink
Remove
Remove a filter from the game debug overlay
Remove a watch from the game debug overlay
Remove a weapon upgrade by name
Remove all saved tables
Remove current area from the selected set.
Remove given attribute from all areas in the selected set.
Remove given nav attribute from all areas in the selected set.
RemoveAllSlides
RemoveAttributes
RemoveContext
RemoveHealth
RemoveOrthogonalConnections
RemoveOutput
RemovePlayer
RemoveSpawnAttributes
RemoveUpgrade
RemoveWeaponUpgrades
Removed %d %s's\n
Removed %d jump areas\n
Removed %s(%s)\n
Removed area %d from %s's active area set\n
Removes a connected script function from an I/O event.
Removes all entities of the specified type\n\tArguments:   \t{entity_name} / {class_name} 
Removes all entities of the specified type\n\tArguments:   \t{entity_name} / {class_name}\n
Removes all items from survivors
Removes an upgrade from the survivor
Removes area attribute bits
Removes legacy jump areas, replacing them with connections.
Removes the given entity(s)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Removing %s\n
Removing bad weapon %s at %.0f, %.0f, %.0f\n
Removing bad weapon spawn %s at %.0f, %.0f, %.0f\n
Removing from action list: (%s,%s) -> (%s,%s)\n
Removing relationship for lost entity\n
Replace01
Replace02
Replace03
Replace04
Replace05
Replace06
Replace07
Replace08
Replace09
Replace10
Replaces all instances of the first place with the second place.
Report missing wave files for sounds and game_sounds files.
Reports the flow distance for the local player
Reports the surface properties at the cursor
RequestState
Requires valid player.
Rescue
Rescue Vehicles = %d:\n
RescueThink
RescueZoneTouch
Rescued
Rescuer
Rescuing a bot friend
Rescuing a downed friend from witch
Rescuing a downed friend in big trouble
Rescuing a downed human friend in big trouble
Rescuing a human friend
Rescuing a trapped friend
Rescuing friend ledge-hanging from a Smoker Tongue!
Reset
Reset a sequence by id. If the id is different than the current sequence, switch to the new sequence
Reset all special timers (by type and by slot) so that hopefully mobs will spawn asap
Reset physics clock\n
ResetGrav
ResetHUD
ResetMobTimer
ResetPosition
ResetSequence
ResetSequence : %s: %s -> %s\n
ResetSequenceInfo
ResetSpecialTimers
ResetTimer
Resource/UI/NavErrorMessageBox.res
ResourceFile
ResourceThink
Respawn all the entities in the map.
Respawn failed to create %s!\n
RespawnTime
Respawning %s\n
Respawning dead survivor %s\n
Respawning players at a checkpoint - %d living survivors before\n
Response
Response %s has a followup with unsupported response type %d
Response rule with a 'self' target specified negative delay, which isn't legal because that would make someone talk over himself.
ResponseContext
ResponseContext_t
ResponseCriteria
ResponseGroup
ResponseRulesName
ResponseSystem
Restart Tournament Mode on the current level.
RestartGame
RestartScenarioFromVote - changing to map %s\n
Restore underflow!\n
RestoreEntityTo
RestoreEntityTo could not restore player position for client "%d" ( %.1f %.1f %.1f )\n
RestoreTable
RestoreTable: "%s" is not a table!\n
Restores spawning of all wanderers, mobs, specials, and bosses
Restoring %d transitioned prop_physics\n
Restoring %d transitioned weapon spawns\n
Restoring %d transitioned weapons\n
Restoring player %s(%d) after changelevel\n
Restoring prop_physics with model %s\n
Restricts human players to a single team {any, CT, T}
Restricts spectator modes for dead players
Results for This Round
Resume
ResumeSceneFile
Resumed Angry when recently attacked
Resumed Idle while still mad
Resuming entity I/O events\n
ResurrectedUnreachables%d
RetireContext
Retreated a safe distance
Retreated out of sight of threat
Retreating from dangerous threat!
Retreating from nearby pipe bomb!
Retreating from threat
Retreating in horror from killing a Survivor
Retrieve a table of all available expresser targets, in the form { name : handle, name: handle }.
Retrieve the script-side data associated with an entity
Retrieve the unique identifier used to refer to the entity within the scripting system
Return null if not a survivor, else the survivors 'real name'
Return the area size along the X axis
Return the area size along the Y axis
Return the current map number
Return the last nav area occupied - NULL if unknown
Return the length of the ladder
Return the way the ladder faces (ie: surface normal of climbable side)
Return the width of the ladder
Return true if adrenaline is active
Return true if area is underwater
Return true if being dominated by a Special Infected
Return true if continuous damage (ie: fire) is in this area
Return true if currently IT from bile
Return true if currently immobilized
Return true if currently in combat
Return true if game is in single player
Return true if game is running on a console (such as Xbox 360)
Return true if given ladder is connected in given direction
Return true if on third-strike
Return true if player is currently getting up
Return true if player is firing a weapon
Return true if player is staggering
Return true if someone is on this ladder (other than 'ignore')
Return true if this area is approximately flat
Return true if this area is approximately square
Return true if this area is badly formed
Return true is the current campaign is originally from L4D1
Return x,y coordinate of the ladder at a given height
ReturnMoveDone
ReturnToLobby
Returns a random Survivor
Returns float duration of the sound. Takes soundname and optional actormodelname.
Returns how we get from parent to us
Returns number fo infected currently spawned
Returns number of Scavenge items needed.
Returns number of Scavenge items remaining.
Returns the Friction on a player entity, meaningless if not a player
Returns the Survivor with the highest flow
Returns the Survivor with the lowest flow
Returns the area just prior to this one in the search path
Returns the closest Survivor to the passed origin
Returns the closest active pipe bomb from this origin
Returns the closest character who is IT
Returns the current difficulty as a numeric value.
Returns the current difficulty as a string.
Returns the current number of mission wipes
Returns the door entity above the area
Returns the elevator if in an elevator's path
Returns the engines current frame count
Returns the index of the named model.
Returns the instance of the oldest active scene entity (if any).
Returns the instance of the scene entity at the specified index.
Returns the ladder entity
Returns the maximum height of the obstruction above the ground
Returns the time since the area was cleared
Returns the time since the passed zombie type was killed
Returns the time the character has been alive (only valid when alive)
Returns the total elapsed mission time
Returns the trigger for the rescue area
Returns tnumber of infected waiting to spawn
Returns true if all Survivors are in the battlefield
Returns true if any survivor recently dealt or took damage
Returns true if any tanks are aggro on survivors
Returns true if area is a bottleneck
Returns true if area is valid for wandering population
Returns true if falling damage is currently suppressed
Returns true if ladder is usable for team
Returns true if spawning is allowed
Returns true if the character has ever been injured by a member of the given team
Returns true if the finale has been won
Returns true if the mode has more than a single difficulty.
Returns true if the passed location is fogged to Survivors
Returns true if this server is a dedicated server.
Returns whether a player is on fire
Reunited with orphaned friend
Reverse
ReverseMove
Revive a dead player by defibrillator
Revive an incapped player
ReviveByDefib
ReviveFriend
ReviveFromIncap
ReviveMeInterrupted
ReviveOther
ReviveType
RevivedByDefibrillator
RevivedByDefibrillatorDelayed
RevivedByFriend
Rff.
Rfff.
Rfffff.
Rochelle
RockDamageOverride
RockTargetName
RockThrow: %s, Climb: %s, Rage: %s
RocketTrail
Roll
RollCredits
RollSpeed
RollStatsCrawl
Root class of all server-side entities
RopeMaterial
RopeShader
Rot: %2.2f %2.2f %2.2f
RotDoorSound.DefaultArrive
RotDoorSound.DefaultLocked
RotDoorSound.DefaultMove
Rotate a QAngle by another QAngle.
Rotate a Vector around a point.
RotateMove
RotateOrientation
RotatePosition
Rotates an entity by a specified # of degrees
RotatingUse
Rotation Basic
Rotation Orient to 2D Direction
Rotation Random
Rotation Speed Random
Rotation Spin Roll
Rotation Spin Yaw
Rotation Yaw Flip Random
Rotation Yaw Random
Rotation angles at perf-crawl snapshots in the map
RotationInterpolator
RotationSpeed
Rule %s had no criteria. Rejected!\n
Rule '%s' had forceweight '%s', which doesn't work out to a nonzero number. Ignoring.\n
Rule is disabled.\n
Rumble
Run a vscript file
Run the text as a script
RunLeft
RunRight
RunScriptCode
RunScriptFile
Running in ambient mob
RushVictim
S(%d) Z(%d)
SCRIPTED MODE: Failed to call GetNextScriptedStage\n
SCRIPTED_MODE: Old Clearout Stage Timer reset to %d seconds.\n
SCRIPTED_SPAWN_BATTLEFIELD
SCRIPTED_SPAWN_FINALE
SCRIPTED_SPAWN_POSITIONAL
SCRIPTED_SPAWN_SURVIVORS
SCRIPT_SHUTDOWN_EXIT_GAME
SCRIPT_SHUTDOWN_LEVEL_TRANSITION
SCRIPT_SHUTDOWN_MANUAL
SCRIPT_SHUTDOWN_ROUND_RESTART
SCRIPT_SHUTDOWN_TEAM_SWAP
SDhfi878
SECOND
SECONDS
SENTENCEG_Init()
SERVER
SERVER: Activity %d is %s\n
SERVER: Weapon Script "%s" loaded.\n
SESSION STATS
SHOCK
SLASH
SLOWBURN
SMALL_CENTERED_HULL
SMG1
SMOKER
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
SOUND_THINK
SPAWNDIR_E
SPAWNDIR_N
SPAWNDIR_NE
SPAWNDIR_NW
SPAWNDIR_S
SPAWNDIR_SE
SPAWNDIR_SW
SPAWNDIR_W
SPAWN_ABOVE_SURVIVORS
SPAWN_ANYWHERE
SPAWN_BATTLEFIELD
SPAWN_BEHIND_SURVIVORS
SPAWN_FAR_AWAY_FROM_SURVIVORS
SPAWN_FINALE
SPAWN_IN_FRONT_OF_SURVIVORS
SPAWN_LARGE_VOLUME
SPAWN_NEAR_IT_VICTIM
SPAWN_NEAR_POSITION
SPAWN_NO_PREFERENCE
SPAWN_POSITIONAL
SPAWN_SPECIALS_ANYWHERE
SPAWN_SPECIALS_IN_FRONT_OF_SURVIVORS
SPAWN_SURVIVORS
SPAWN_VERSUS_FINALE_DISTANCE
SPECIALS (%d max)
SPECIALS (%d max) - Not spawning - all players still in safe area.
SPECIALS (%d max) - Not spawning - in battlefield with panic event cleared.
SPECIALS (%d max) - Not spawning - setting up for finale.
SPECIALS (%d max) - Not spawning - tank in play.
SPECIALS (%d max) - being run by Challenge Mode
SPITTER
SSE is required.
SS_GEAR_0
SS_GEAR_0_RESUME
SS_GEAR_1
SS_GEAR_1_RESUME
SS_GEAR_2
SS_GEAR_2_RESUME
SS_GEAR_3
SS_GEAR_3_RESUME
SS_GEAR_4
SS_GEAR_4_RESUME
SS_IDLE
SS_NONE
SS_REVERSE
SS_SHUTDOWN
SS_SHUTDOWN_WATER
SS_SLOWDOWN
SS_SLOWDOWN_HIGHSPEED
SS_START_IDLE
SS_START_WATER
SS_TURBO
STAGE_CLEAROUT
STAGE_DELAY
STAGE_ESCAPE
STAGE_INITIAL_DELAY -> STAGE_MEGA_MOB\n
STAGE_MEGA_MOB -> STAGE_WAIT_FOR_COMBAT_TO_END\n
STAGE_NONE
STAGE_PANIC
STAGE_PAUSE -> STAGE_MEGA_MOB\n
STAGE_RESULTS
STAGE_SCRIPTED
STAGE_SETUP
STAGE_SPECIAL_EVENT
STAGE_TANK
STAGE_WAIT_FOR_COMBAT_TO_END -> STAGE_DONE\n
STAGE_WAIT_FOR_COMBAT_TO_END -> STAGE_PAUSE\n
STAIRS
STAIRS 
STAND
STAND 
STAR
START 
STARTUP
STATE: Player %s going Alert.\n
STATE: Player %s going ENGAGED.\n
STATE: Player %s going normal.\n
STATE_ACTIVE
STATE_DEATH_ANIM
STATE_DEATH_WAIT_FOR_KEY
STATE_GHOST
STATE_INTRO_CAMERA
STATE_OBSERVER_MODE
STATE_PICKINGCLASS
STATE_PICKINGTEAM
STATE_TONGUE_ATTACHED_TO_TARGET
STATE_TONGUE_DROPPING_TO_GROUND
STATE_TONGUE_EXTENDING
STATE_TONGUE_IN_MOUTH
STATE_TONGUE_MISFIRE
STATE_WAITING_FOR_RESCUE
STATE_WELCOME
STEAMAPPLIST_INTERFACE_VERSION001
STEAMAPPS_INTERFACE_VERSION008
STEAMHTMLSURFACE_INTERFACE_VERSION_005
STEAMHTTP_INTERFACE_VERSION003
STEAMINVENTORY_INTERFACE_V003
STEAMMUSICREMOTE_INTERFACE_VERSION001
STEAMMUSIC_INTERFACE_VERSION001
STEAMPARENTALSETTINGS_INTERFACE_VERSION001
STEAMREMOTESTORAGE_INTERFACE_VERSION016
STEAMSCREENSHOTS_INTERFACE_VERSION003
STEAMUGC_INTERFACE_VERSION016
STEAMUSERSTATS_INTERFACE_VERSION012
STEAMVIDEO_INTERFACE_V007
STOP
STOP 
STOP_SCAN
STUCK
STUCK: %s for %2.2f seconds\n
SUB_CallUseToggle
SUB_DoNothing
SUB_FadeOut
SUB_Remove
SUB_Remove called on entity with health > 0\n
SUB_StartFadeOut
SUB_StartFadeOutInstant
SUB_Vanish
SURVIVAL MODE
SURVIVOR
SURVIVOR INTENSITY
SURVIVOR STATS
SURVIVORBOT (%s, [%f %f %f]) will not help incap (%s,[%f %f %f]): UNREACHABLE via NAV\n
SUSPEND_FOR
SUSTAIN
SWVP
SacrificeEscapeFailed
SacrificeEscapeSucceeded
SacrificePlayerBeginsRun
Sampling walkable space...
Save
Save the passed in table
Save/Restore overflow!\n
SaveDangerous
SaveImportant
SaveRestoreBlockHeader_t
SaveTable
SaveTable: "%s" is not a table!\n
SaveThink
SavedConvar
Saves physics SDK state
Saves server physics scene
Saves the current Navigation Mesh to disk.
Saving %s at %.0f, %.0f, %.0f (model %s)\n
Saving %s at %.0f, %.0f, %.0f\n
Saving %s for map transition at %.0f,%.0f,%.0f\n
Saving %s for transition at %f %f %f\n
Savior
SayText
SayText2
Sc?ff
Scalar speed for locking on a teammate in focus
Scale
Scale time for physics
Scans the maps directory and reports any missing/out-of-date navigation files.
Scavenge items of the same kind that are this close to each other are considered a single 'cluster' for population purposes
Scavenge weapons within this range are selected to be of the same tier, and not contain duplicate types
Scavenge.ClusterSpawned
Scavenge.point_scored
Scavenge.zero_time
ScavengeClusterBonusTime
ScavengeRoundInitialTime
ScavengeSB.DisplayChange
ScavengeSB.MatchScoreFinal
ScavengeSB.MatchScoreIncrement
ScavengeSB.OpenTiePanel
ScavengeSB.RoundScoreIncrement
ScavengeSB.RoundTimeIncrement
ScavengeSB.ZeroScore
ScavengeScoreBonusTime
Scavenging something
ScenarioJoin
ScenarioJoinLast
ScenarioName:
ScenarioName:%s
Scene %s has %d actors, but scene entity only has %d actors\n
Scene '%s' missing!\n
Scene '%s' with two stop point events!\n
Scene sequences are unavailable in Left4Dead.\n
SceneCancelled
SceneFile
SceneFileCache002
Scenes
Schedule post-think operations to run at 10hz
Scorch
Score awarded for winning a versus tiebreaker
Score for escorting the train, in points per second
Score penalty for each time a defibrillator is used
Score:%d,ToWin:%d
Scoring rule '%s' (%i)\n{\n
Scramble the teams and restart the game
ScreamWhilePounced
ScreenFade
ScreenShake
Script driven player use functionality.
Script failed to find output "%s"\n
Script failed to return response after matching rule.\n
Script file type does not match VM type\n
Script not found (%s) \n
Script response in rule %s had a 'followup' parameter, but it didn't have 'func' and 'delay' keys
Script returned a response of inappropriate type %d\n
Script: %s
ScriptAddIncomingConnection
ScriptAddUpgrade
ScriptAreAllSurvivorsInBattlefield
ScriptComputeDirection
ScriptConnectTo
ScriptConnectToArea
ScriptConnectToLadder
ScriptContains
ScriptContainsOrigin
ScriptDebugAddTextFilter( "%s" )
ScriptDebugAddTrace( "%s" )
ScriptDebugAddTrace( %s )
ScriptDebugAddWatch( "%s" )
ScriptDebugAddWatchPattern( "%s" )
ScriptDebugClearWatches()
ScriptDebugDraw
ScriptDebugDrawTextEnabled = !ScriptDebugDrawTextEnabled
ScriptDebugDrawWatchesEnabled = !ScriptDebugDrawWatchesEnabled
ScriptDebugDumpKeys
ScriptDebugRemoveTextFilter( "%s" )
ScriptDebugRemoveTrace( "%s" )
ScriptDebugRemoveTrace( %s )
ScriptDebugRemoveWatch( "%s" )
ScriptDebugRemoveWatchPattern( "%s" )
ScriptDebugTraceAll( false )
ScriptDebugTraceAll( true )
ScriptDisconnect
ScriptDisconnectArea
ScriptDisconnectLadder
ScriptDropItem
ScriptEmitAmbientSoundOn
ScriptFireGameEvent
ScriptFirstMoveChild
ScriptGetActiveWeapon
ScriptGetAdjacentArea
ScriptGetAdjacentAreas
ScriptGetAdjacentCount
ScriptGetAttachmentAngles
ScriptGetAttachmentOrigin
ScriptGetBoneAngles
ScriptGetBoneOrigin
ScriptGetBottomArea
ScriptGetBottomOrigin
ScriptGetButtons
ScriptGetClosestActivePipeBomb
ScriptGetClosestCharacterWhoIsIT
ScriptGetClosestSurvivorOrigin
ScriptGetCommonInfectedCount
ScriptGetCorner
ScriptGetDir
ScriptGetDoor
ScriptGetEHandle
ScriptGetElevator
ScriptGetElevatorAreas
ScriptGetForward
ScriptGetHighestFlowSurvivor
ScriptGetID
ScriptGetIncomingConnections
ScriptGetLadderByID
ScriptGetLadderEntity
ScriptGetLadders
ScriptGetLastKnownArea
ScriptGetLength
ScriptGetLowestFlowSurvivor
ScriptGetModelName
ScriptGetMoveParent
ScriptGetNavArea
ScriptGetNavAreaByID
ScriptGetNavAreaCount
ScriptGetNavAreasFromBuildPath
ScriptGetNavAreasOverlappingEntityExtent
ScriptGetNearestNavArea
ScriptGetOldestScene
ScriptGetOwnerEntity
ScriptGetParent
ScriptGetParentHow
ScriptGetPendingMobCount
ScriptGetPlaceName
ScriptGetPlayerCount
ScriptGetPlayerUserId
ScriptGetRandomAdjacentArea
ScriptGetRandomSurvivor
ScriptGetRootMoveParent
ScriptGetSceneByIndex
ScriptGetSequenceDuration
ScriptGetSpawnAttributes
ScriptGetSpecialInfectedDominatingMe
ScriptGetTimeSinceSpecialZombieKilled
ScriptGetTopArea
ScriptGetTopOrigin
ScriptGetWidth
ScriptGetWorldSpaceCenter
ScriptGetZ
ScriptGiveNamedItem
ScriptGiveNamedItemWithSkin
ScriptGivePrimaryAmmo
ScriptHasSpawnAttributes
ScriptHitWithVomit
ScriptInputKill
ScriptIsCleared
ScriptIsConnected
ScriptIsConnectedArea
ScriptIsConnectedLadder
ScriptIsCoplanar
ScriptIsEdge
ScriptIsInCombat
ScriptIsInUse
ScriptIsLocationFoggedToSurvivors
ScriptIsOverlapping
ScriptIsOverlappingOrigin
ScriptIsVisible
ScriptMarkAreaCleared
ScriptMarkAsBlocked
ScriptMode_Init
ScriptMode_OnActivate
ScriptMode_OnGameplayStart
ScriptMode_OnShutdown
ScriptNavAreaBuildPath
ScriptNavAreaTravelDistance
ScriptNextMovePeer
ScriptPlayScene
ScriptPlayerDeath
ScriptPrecacheModel
ScriptRegisterAvoidanceObstacle
ScriptRegisterForbiddenTarget
ScriptRemoveOrthogonalConnections
ScriptRemoveSpawnAttributes
ScriptRemoveUpgrade
ScriptReviveByDefibrillator
ScriptSetClip1
ScriptSetClip2
ScriptSetForward
ScriptSetOrigin
ScriptSetPlaceName
ScriptSetPoseParameter
ScriptSetPreviousProgress
ScriptSetSpawnAttributes
ScriptSetUseString
ScriptSetUseSubString
ScriptSetUseTime
ScriptStaggerPlayer
ScriptStopAmbientSoundOn
ScriptSwitchToItem
ScriptTakeDamage
ScriptTakeDamageEx
ScriptThink
ScriptUnblockArea
ScriptUnregisterAvoidanceObstacle
ScriptUnregisterForbiddenTarget
ScriptUserDefinedEvent1
ScriptUserDefinedEvent2
ScriptUserDefinedEvent3
ScriptUserDefinedEvent4
ScriptVmKeyValueFromVariant failed to unpack parameter variant type %d\n
ScriptVmKeyValueToVariant failed to package parameter %s (type %d)\n
ScriptVmStringFromVariant failed to unpack parameter variant type %d\n
ScriptWarning: Can't ZSpawn without a position\n
ScriptWarning: Can't ZSpawn without a type\n
Script_AddThinkToEnt
Script_ClearSavedTables
Script_ClientPrint
Script_CommandABot
Script_DropFire
Script_DropSpit
Script_EmitSoundOn
Script_EmitSoundOnClient
Script_FileToString
Script_FindBestResponse couldn't convert second parameter to a criterion set.\n 
Script_FindBestResponse: Given query did not have a 'concept' field.\n
Script_FindRescueAreaTrigger
Script_ForceScavengeStart
Script_ForceSurvivalStart
Script_ForceVersusStart
Script_GetAverageSurvivorFlowDistance
Script_GetCharacterDisplayName
Script_GetCurrentFlowDistanceForPlayer
Script_GetCurrentFlowPercentForPlayer
Script_GetDifficulty
Script_GetDifficultyString
Script_GetFlowDistanceForPosition
Script_GetFlowPercentForPosition
Script_GetFrameCount
Script_GetFriction
Script_GetInfectedStats
Script_GetInvTable
Script_GetListenServerHost
Script_GetLocalTime
Script_GetMaxFlowDistance
Script_GetModelIndex
Script_GetPhysAngularVelocity
Script_GetPhysVelocity
Script_GetPlayerFromCharacter
Script_GetPlayerFromUserID
Script_GetScavengeItemsGoal
Script_GetScavengeItemsRemaining
Script_GetSoundDuration
Script_HUDManageTimers
Script_HUDPlace
Script_HUDReadTimer
Script_HUDSetLayout
Script_HasConfigurableDifficultySetting
Script_HasPlayerControlledZombies
Script_IsDedicatedServer
Script_IsMissionFinalMap
Script_IsModelPrecached
Script_IsPlayerABot
Script_IsSoundPrecached
Script_IsTouching
Script_LoadMOTD
Script_OverlayBoxAngles
Script_OverlayBoxDirection
Script_OverlayCircle
Script_OverlayClear
Script_OverlayLine_vCol
Script_PickupObject
Script_PrecacheItemFromTable
Script_PrecacheModel
Script_PrecacheScriptSound
Script_PrecacheSound
Script_QueueSpeak
Script_ReapplyInfectedFlags
Script_RestoreTable
Script_RushVictim
Script_SaveTable
Script_Say
Script_ScreenFade
Script_ScreenShake
Script_SetFakeClientConVarValue
Script_SetScavengeItemsGoal
Script_SetScavengeItemsRemaining
Script_SpawnEntityFromTable
Script_SpawnEntityGroupFromTable
Script_StartAssault
Script_StopSoundOn
Script_StringToFile
Script_TraceLine
Script_ZSpawn
Scripted Mode: Could not find entity data file '%s'. \n
Scripted Mode: Failed to spawn entity, type: '%s'\n
Scripted Mode: Loading entity data from %s. \n
ScriptedDamageInfo
ScriptedMode: Failed to successfully call user console func\n
ScriptedMode: IsADebugMode is True!\n
ScriptedPanicEvent
ScriptedStageType
ScriptedStageValue
Scripting disabled or no server running\n
ScrollSpeed
SearchName
SearchType
Searching for entities with class/target name containing substring: '%s'\n
Second ClientActive on %s\n
Second ClientPutInServer for %s\n
Secondary
Seconds after a swing until we reset the combo activities
Seconds between horde attacks
Seconds between special spawn waves
Seconds between tank attacks
Seconds for the 'time averaged intensity' to meet the baseline intensity
Seconds to decay full intensity to zero
SecurityFailure
SeekAndDestroy
Select a corner of the currently marked Area. Use multiple times to access all four corners.
Select between behaviors for survivor shouts when pounced by jockey. 0 dispatches a SurvivorJockeyed concept to all players via THEN_ANY, 1 dispatches SurvivorJockeyed only to the pounced player and SurvivorJockeyedOther to all other players.
Select the bot you are aiming at for further debug operations.
Select the entity under the crosshair or select entities with the specified name.
SelectResponse
SelectWeightedSequence
Selected %d areas.\n
Selected %d trouble areas\n
Selected Nav Areas
Selected set saved to %s.  Use 'nav_merge_mesh %s_selected_%4.4d' to merge it into another mesh.\n
Selects all FINALE_NOSPAWN areas that aren't also FINALE.
Selects all NAV_MESH_CLIFF areas.
Selects all areas at least partially visible to the selected area.
Selects all areas completely visible to the selected area.
Selects all areas with visible sets this size or greater.
Selects all areas within nav_max_view_distance.
Selects all threat areas
Selects any areas that intersect the given half-space.
Selects areas that can break game mechanics
Selects areas that do not have a population set, only if any area has a population
Selects areas that may be breaking the map checklist for inspection
Selects areas with the given attribute.
Selects nav areas that are overlapping others.
Selects the current Area and all Areas connected to it, recursively. To clear a selection, use this command again.
SelfHealCount
Send a string to the console as a client command
Send a string to the console as a server command
Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only).
SendAudio
SendToConsole
SendToServerConsole
Sends a command string to all bots
Sends survivor bots to cursor target
Sensitivity
Sentence
Sequence Random
Sequence Two Random
Sequence: (%3d) %s
Server
Server Animation
Server SelectWeightedSequence
Server demo buffer ran out...\n
Server demo not allowed now.\n
Server demo system not initialized!\n
Server game time: %f\n
Server has disabled that Issue.
Server submitting table (%s).\n
Server: Missing precache for effect "%s"!\n
Server: Missing precache for particle system "%s"!\n
Server: added caption file: %s\n
ServerConfig
ServerConfig.vdf
ServerGameClients003
ServerGameDLL005
ServerGameEnts001
ServerGameTags001
ServerIP
ServerName
ServerUploadGameStats001
SessionID
SessionTime
Set PLAYER friction, ignored for objects
Set PLAYER gravity, ignored for objects
Set Player Health Buffer - from pills or adrenalin etc
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 model for this entity
Set a sequence by id
Set area attribute bits
Set attribute of selected area.
Set developer message level
Set entity angles
Set nav attribute for all areas in the selected set.
Set the ammount of time has been 'used' so far.
Set the current bits for the bot sense flags - this is a SET, not an or
Set the display subtext on the progress bar.
Set the display text on the progress bar.
Set the end time of the cooldown timer
Set the group number for this item position
Set the name of %s to %s\n
Set the number of Scavenge items needed.
Set the number of Scavenge items remaining.
Set the number of times the player has been revived
Set the orientation of the entity to have this forward vector
Set the rarity for this item position
Set the server demo record rate for entities.
Set the time required to use this button. If '0', no progress bar will be displayed.
Set to 0 to disable TLK_IDLEs on survivors
Set to 1 and restart the map to be warned if the map has no trigger_transition volumes. Set to 2 to see a dump of all entities & associated results during a transition.
Set to 1 to autosave game on level transition. Does not affect autosave triggers.
Set to 1 to end the WaitingForPlayers period.
Set to 1 to start or restart the WaitingForPlayers period.
Set to 1 to use fogged areas as valid spawn areas
Set to one to interactively edit the Navigation Mesh. Set to zero to leave edit mode.
Set to one to skip the time consuming phases of the analysis.  Useful for data collection and testing.
Set to values other than 0 to select a bonus map challenge type.
Set to zero to disable random body groups on infected
Set to zero to disable random skins on infected
Set to zero to stop bots that use the direct chase path follower from performing a 2D check through the nav to validate a direct chase.
Set whether the pop-up build panel should appear.
Set your map density for this item to %4.3f\n
Set2DSkyboxFogFactor
Set2DSkyboxFogFactorLerpTo
SetAbsAngles
SetAbsVelocity
SetActive
SetAdditionalAirDensity
SetAmmoModifier
SetAngVelocityLimit
SetAngVelocityScale
SetAngles
SetAngularLimit
SetAngularVelocity
SetAnimation
SetAttached
SetAttributes
SetAutoExposureMax
SetAutoExposureMin
SetBloomExponent
SetBloomSaturation
SetBloomScale
SetBloomScaleRange
SetBodyGroup
SetBodygroup
SetBreakable
SetCheapWaterEndDistance
SetCheapWaterStartDistance
SetClip1
SetClip2
SetColor
SetColorLerpTo
SetColorSecondary
SetColorSecondaryLerpTo
SetCommentaryStatueMode
SetCompareValue
SetContext
SetContext( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a number (int or float). Will last for duration (set -1 to mean 'forever').
SetContext( name , value, duration ): store any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set -1 to mean 'forever').
SetContextNum
SetCounter
SetCurrent
SetCurrentReviveCount
SetCycleFrequency
SetCycleType
SetDamage
SetDamageFilter
SetDebrisThink
SetDefaultAnimation
SetDensity
SetDisplayText
SetDistance
SetEndDist
SetEndDistLerpTo
SetExcluded
SetFModAmplitude
SetFModRate
SetFModTimeOffset
SetFModType
SetFadeEndDistance
SetFadeInDuration
SetFadeOutDuration
SetFadeStartDistance
SetFadeTime
SetFadeToBlackStrength
SetFakeClientConVarValue
SetFarBlurDepth
SetFarBlurRadius
SetFarFocusDepth
SetFarZ
SetFogController
SetForce
SetForwardVector
SetFrequency
SetFriction
SetGlowEnabled
SetGlowOverride
SetGlowRange
SetGrainStrength
SetGravity
SetGravityScale
SetGroup
SetGroupSpawnTables
SetHUDVisibility
SetHealth
SetHealthBuffer
SetHingeFriction
SetHitMax
SetHitMin
SetHoldoutCooldownEndTime
SetInactive
SetInterpolationTime
SetInvert
SetLerpValues
SetLightingOrigin
SetLinearForce
SetLinearForceAngles
SetLocalAngles
SetLocalContrastEdgeStrength
SetLocalContrastStrength
SetLocalOrigin
SetMagnitude
SetMass
SetMaterialVar
SetMaterialVarToCurrentTime
SetMaxDensity
SetMaxDensityLerpTo
SetMaxHealth
SetMaxPieces
SetMaxPiecesDX8
SetMaxRagdollCount
SetMaxSlideTime
SetMaxSpeed
SetMeasureReference
SetMeasureTarget
SetMinHitpointsThreshold
SetMinSlideTime
SetModel
SetModelFromClass: Survivor %s changed model from %s to %s via SetModelFromClass\n
SetModelScale
SetMovementSpeed
SetName
SetNearBlurDepth
SetNearBlurRadius
SetNearFocusDepth
SetNextPathCorner
SetNoListRepeats
SetOrigin
SetParent
SetParent on static object, all constraints attached to %s (%s)will now be broken!\n
SetParentAttachment
SetParentAttachmentMaintainOffset
SetPattern
SetPickupTouch
SetPlaceName
SetPlaybackRate
SetPoseParameter
SetPoseParameterName
SetPoseValue
SetPosition
SetPositionImmediately
SetPositionMoveDone
SetProgressBarCurrentProgress
SetProgressBarFinishTime
SetProgressBarSubText
SetProgressBarText
SetPropEntity
SetPropEntityArray
SetPropFloat
SetPropFloatArray
SetPropInt
SetPropIntArray
SetPropString
SetPropStringArray
SetPropVector
SetPropVectorArray
SetPushDirection
SetPushSpeed
SetRarity
SetReviveCount
SetRotationDistance
SetRotationSpeed
SetScale
SetScavengeItemsGoal
SetScavengeItemsRemaining
SetScrollSpeed
SetSenseFlags
SetSequence
SetShadowsDisabled
SetShadowsFromLocalLightsEnabled
SetSpawnAttributes
SetSpeakerName
SetSpeed
SetSpeedDir
SetSpeedDirAccel
SetSpeedReal
SetSpringConstant
SetSpringDamping
SetSpringLength
SetStalemateOnTimelimit
SetStartDist
SetStartDistLerpTo
SetTarget
SetTargetEntity
SetTargetReference
SetTargetScale
SetTeam
SetText
SetTextureIndex
SetToggleState
SetTonemapMinAvgLum
SetTonemapPercentBrightPixels
SetTonemapPercentTarget
SetTonemapRate
SetTonemapScale
SetTopVignetteStrength
SetTotalItems
SetUnbreakable
SetUseModel
SetValue
SetValue(name, value) : sets the value of the convar. Supported types are bool, int, float, string.
SetValueCompare
SetValueNoFire
SetValueTest
SetVelocity
SetVelocityLimit
SetVelocityLimitDelta
SetVelocityLimitTime
SetVelocityScale
SetViewControl
SetVignetteBlurStrength
SetVignetteEnd
SetVignetteStart
Sets a USERINFO client ConVar for a fakeclient
Sets a bodygroup
Sets fog value for selected areas.
Sets the Place of all selected areas to the current Place.
Sets the Place of the Area under the cursor to the curent Place, and 'flood-fills' the Place to all adjacent Areas. Flood-filling stops when it hits an Area with the same Place, or a different Place than that of the initial Area.
Sets the current Place to the Place of the Area under the cursor.
Sets the editor into or out of Place mode. Place mode allows labelling of Area with Place names.
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.
Sets the targetname of the given entity(s)\n\tArguments:   \t{new entity name} {entity_name} / {class_name} / no argument picks what player is looking at 
Sets the view angles.
Setting CBaseAnimating to non-studio model %s  (type:%i)\n
Setting CBaseEntity to non-brush model %s\n
Setting CBeam to non-sprite model %s\n
Setting CSprite to non-sprite model %s\n
Setting hinge friction to %f\n
Setting mat_fullbright 0\n
Setup time before the round starts
Sfff.
ShadowCastDistThink
Shake
Shake the screen.
ShakeRopes
SharedRandomFloat
SharedRandomInt
Sharing
Shatter
Shifting mesh by %f,%f\n
Shifts the selected areas by the specified amount
Shock
Shoot
ShootThink
Shoots a phys object.
Shoots a phys2 object.
Short finale for testing escape vehicles
Short vertical one way connection check
ShotsFired
Should ghosts all spawn at once instead of a set time after death?
Should we give devtext explanations of why we didn't say "Reloading"?
ShouldAllowMobsWithTank
ShouldAllowSpecialsWithTank
ShouldAvoidItem
ShouldComparetoValue
ShouldConstrainLargeVolumeSpawn
ShouldIgnoreClearStateForSpawn
ShouldPlayBossMusic
Shoved by someone while blind
Shoved during Pounce - trying to escape now
Shoved while healing myself
Shoving enemy out of my way
Shoving friend off tongue
Show Approach Points in the Navigation Mesh.
Show Line
Show activities in the (server) 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 bbox and dismount points for all ladders (must be set before level load.)\n
Show current 'danger' levels.
Show current player counts in each area.
Show debug for the rock thinking about detonating on people.
Show entities that are removed on round respawn.
Show entity contexts in ent_text display
Show extents of finale area and selected finale center
Show gamestate round transitions.
Show human gib entities
Show lag compensated hitboxes for the specified player index whenever a player fires.
Show lag compensated hitboxes whenever a player is lag compensated.
Show missing closecaption entries.
Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
Show noise levels on players?
Show the (client) animation state for the specified entity (-1 for none).
Show the (server) animation state for the specified entity (-1 for none).
Show the hitboxes of the pointed-at entity
Show the name of the person that called the vote? (1: Yes, 0: No)
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 when a vcd is playing but normal AI is running.
ShowHint
ShowHudHint
ShowMenu
ShowMessage
ShowSprite
ShowStateTransitions: entering #%d\n
ShowStateTransitions: entering '%s'\n
ShowStats
Shows base damage below what sv_showimpacts would show, and if a player was hit he'll show the damage he took above it (as healthdamage (armorabsorbed)).  1 = show hits.  2 = show hits and misses
Shows bboxes for blocked info_survivor_rescue ents
Shows client (red) and server (blue) bullet impact point (1=both, 2=client-only, 3=server-only)
Shows client (red) and server (green) footsteps (1=client-only, 2=server-only, 3=both)
Shows debugging info for info_survivor_rescue ents
Shows player spawn points (red=invalid)
Shows that bones that are setup every think
Shows trigger brushes
Shut down wrote to '%s'\n
Shutdown
Shutdown scripted mode.
Shuts off all wanderers, mobs, specials, and bosses
Simulation
Situation changed - giving up
Size of bsp file '%s' is %u bytes.\n
Size of nav dump file '%s' is %u bytes.\n
Size of nav file '%s' is %u bytes.\n
Size of vomit damage entities.
Size:  %d items\n
SizeMax
SizeMin
Skill
Skin: %d
SkipOuttro
SkipStateChanged
Skipping saved player %s(%d) - restore was already done\n
Skipping saved player %s(%d) - we're on %s and it's only valid for %s\n
Skipping unrecongized subcriterion '%s' in '%s'\n
Skips SetupBones when npc's are outside the PVS
Slack
Sleep
SlideTouch
SmallTown
Smoke
SmokeMaterial
SmokeTrail
Smoker
Smoker::Precache
SmokerArmsVariant
SmokerAssault
SmokerAssistDamage
SmokerAttack
SmokerBehavior
SmokerDamage
SmokerIntention::Update
SmokerKills
SmokerLimit
SmokerMoveToAttackPosition
SmokerRetreatToCover
SmokerTongueVictim
SmokerVariant
SmokerZombie.Alert
SmokerZombie.Attack
SmokerZombie.Breathe
SmokerZombie.Death
SmokerZombie.Explode
SmokerZombie.Pain
SmokerZombie.PainShort
SmokerZombie.Recognize
SmokerZombie.TongueAttack
SmokerZombie.TongueFly
SmokerZombie.TongueHit
SmokerZombie.TongueRetract
SmokerZombie.Voice
SmokerZombie.Warn
Smoker_escape_range
Smooth player eye z coordinate when traversing stairs.
SmoothFactor
Snap player eyes and orientation to specified pitch yaw <roll:optional> (must have sv_cheats).
Snap player eyes to specified pitch yaw <roll:optional> (must have sv_cheats).
Snap to the nav generation grid when creating new nav areas
SnapEyeAngles
SnapToStartPos
Sneaking
Solid
Solidity
Solving ragdoll self penetration! %s (%s) (%d v %d)\n
Some
Someone has left the safe area, time to go!
Someone is close enough and looking at me.
Someone is healing me or giving me ammo
Someone moved our victim
Someone shoved me!
Sort particles
Sound Speed: %.3f\n
SoundCommand_t
SoundCommand_t pool
SoundData
SoundLevel
SoundMask
SoundPointerForIndex() - Index < 0!\n
SoundPointerForIndex() - Index too large!\n
Soundlist: %d / %d  (%d)\n
SourceEntityName
SourceTV broadcast delay in seconds
SourceTV camera is now controlled by %s.
SourceTV camera switched to auto-director mode.
South
SouthEast
SouthWest
SparkOnce
SparkThink
Sparks
SpatialPartition001
Spawn
Spawn airboat in front of the player.
Spawn entity from KeyValues in table - 'name' is entity name, rest are KeyValues for spawn.
Spawn jeep in front of the player.
Spawn subsequent mobs from the currently selected set via the nav mesh editor
SpawnAll
SpawnAttributes
SpawnBehindSurvivorsDistance
SpawnBoomer
SpawnCharger
SpawnDirectionCount
SpawnDirectionMask
SpawnDust
SpawnEntity
SpawnEntityAtEntityOrigin
SpawnEntityAtEntityOriginFromScript
SpawnEntityAtLocation
SpawnEntityAtLocationFromScript
SpawnEntityAtNamedEntityOrigin
SpawnEntityAtNamedEntityOriginFromScript
SpawnEntityFromScript
SpawnEntityFromTable
SpawnEntityGroupFromTable
SpawnHunter
SpawnItem
SpawnJockey
SpawnMOB
SpawnNormal
SpawnRate
SpawnSetPosition
SpawnSetRadius
SpawnSetRule
SpawnSmoker
SpawnSpitter
SpawnSurvivor
SpawnTank
SpawnWitch
SpawnZombie
Spawning a large mob
Spawning a med mob
Spawning a mob this large can play music
Spawning a small mob
Speak input to %s had overlong parameter %s
SpeakAutoGeneratedScene( %s, %f) %f\n
SpeakDispatchResponse:  Entity ( %i/%s ) already speaking, forcing '%s'\n
SpeakDispatchResponse:  Entity ( %i/%s ) playing sound '%s'\n
SpeakDispatchResponse:  Entity ( %i/%s ) refusing to speak due to scene entity, tossing '%s'\n
SpeakRawScene( %s, %f) %f\n
SpeakRawSentence( %s, %f) %f\n
SpeakResponseConcept
SpeakerName
Special Wave
SpecialInfectedAssault
SpecialInitialSpawnDelayMax
SpecialInitialSpawnDelayMin
SpecialRespawnInterval
SpecialType:%s
Specials
SpecialsSpawned
Spectate a subset of all players (any|human|bot|survivor|infected)
Spectate filter for infected players (any|human|bot|survivor|infected)
Spectate filter for survivor players (any|human|bot|survivor|infected)
Spectator
Speed
Speed %.1f  T/S/B (%.0f/%.0f/%.1f)
Speed boost from upgrade
Speed cur (target): %3.2f (%3.2f)
Speed: %2.2f (%2.2f max)
Speed: %i (%i)
SpeedMax
SpeedNoise
Spent too long in this state
Spew the melee weapon infos that are currently loaded
Spew touch link activity
Spin
SpinDownMove
SpinThink
SpinUpMove
SpitProjectile.Bounce
Spitter
Spitter %d is failing excessively\n
Spitter %d mover is STUCK\n
Spitter projectile spawned at %f %f %f, velocity %f %f %f\n
Spitter zombie max health
Spitter::Precache
SpitterArmsVariant
SpitterAssault
SpitterAssistDamage
SpitterAttack
SpitterBehavior
SpitterDamage
SpitterIncaps
SpitterIntention::Update
SpitterKills
SpitterLimit
SpitterPrepareAmbush
SpitterVariant
SpitterWaitInAmbush
SpitterZombie.Acid
SpitterZombie.Acid.fadeout
SpitterZombie.Alert
SpitterZombie.Death
SpitterZombie.Pain
SpitterZombie.PainShort
SpitterZombie.Recognize
SpitterZombie.Spit
SpitterZombie.Voice
Splash
Splash.SplashSound
Splat decals on all infected
Splatter
SplatterClear
SpliceEdit: Out of memory.\n
SplitContext:  warning, ignoring context '%s', missing colon separator!\n
SplitContext:  warning, ignoring context '%s', missing comma separator!  Entire context was '%s'.\n
SporeExplosion
SporeTrail
SpotlightLength
SpotlightTexture
SpotlightThink
SpotlightWidth
Spotting a mob this large plays music
SprayCan.Paint
SpreadDecay
SpreadPerShot
SpreadSpeed
Springing my ambush!
Sprite
Sprite Spray
Stagger
Stagger a player, optionally from a vector position
Stamina impact of puking. High number will pin in place for a long time, lower will just slow.
Standing still after dragging someone will start reviving him
Standing still to heal friend
Standing still...
StarRating
Start
Start %d(%f %f %f), End %d(%f %f %f)\n
Start a screenfade with the following parameters. player, red, green, blue, alpha, flFadeTime, flFadeHold, flags
Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake
Start a vote on an issue.
Start area is %d\n
Start continuously adding to the selected set.
Start continuously removing from the selected set.
Start custom...\n 
Start dragging a selection area.
Start or stop continuously adding to the selected set.
Start or stop continuously removing from the selected set.
Start: %3.0f
StartActive
StartAnimSequence
StartAssault
StartBackward
StartCommentary
StartDirection
StartDisabled
StartEffect
StartFire
StartFloatLerp
StartFogTransition
StartForward
StartGlowing
StartIntro
StartLagCompensation
StartMap
StartMeasuring
StartMovement
StartNoise
StartOpen
StartOverlays
StartParticleSystemThink
StartPosition
StartRagdollBoogie
StartShake
StartSize
StartSound
StartSpark
StartTilt
StartTime
StartTouch
StartUnstoppableCommentary
Started at goal...
Started at start...
Starting Action
Starting benchmark in %d seconds...\n
Starting benchmark!\n
Starting child Action
Starting requested placement of %d items\n
Starting setup stage of unlimited duration.\n
Starting setup stage, will expire in %d second(s).\n
Starting with random facing
StartingAnim
StartingWeapons
StartleZombie
Starts the scavenge round, even if the setup timer hasn't elapsed
Starts the survival round, even if the survivors haven't activated the radio
Starts the versus round, even if the survivors haven't left the safe room
Starts versus game after this amount of time, even if survivors are still inside the safe room
State: %s
State: Disabled
State: Enabled
State: STATE_DELAY_BEFORE_FINALE
State: STATE_DELAY_BETWEEN_USES
State: STATE_READY_FOR_FINALE_USE
State: STATE_READY_FOR_FIRST_USE
State: STATE_USED
StaticDecal
StaticPropMgrServer002
Station: %d(%f %f %f)\n
StatsCrawlMsg
StatsSkipState
Staying on original map %s\n
Steam
SteamClient020
SteamController008
SteamFriends017
SteamGameServer014
SteamGameServerStats001
SteamGameStats001
SteamInput006
SteamMatchGameSearch001
SteamMatchMaking009
SteamMatchMakingServers002
SteamNetworking006
SteamUser021
SteamUtils010
SteamWeaponStatData
Steer
StepSounds
StickyGibTouch
Still voting
Stone.Huge
Stone.Large
Stone.Medium
Stone.Small
Stop
Stop %s, start %s\n
Stop all NextBotPlayers from updating
Stop all NextBots
Stop all SurvivorBots from moving
Stop continuously adding to the selected set.
Stop continuously removing from the selected set.
Stop dragging a selection area.
Stop named ambient sound on an entity.
Stop named sound on Entity
Stop some music through the music engine
Stop the current use action.
StopAmbientSoundOn
StopAtStartPos
StopEffect
StopGlowing
StopMeasuring
StopMoveSound
StopMoveSoundThink
StopOverlays
StopShake
StopSound
StopSound:  '%s' stopped as '%s' (ent %i)\n
StopSound:  Raw wave stopped '%s' (ent %i)\n
StopSoundOn
StopSpark
StopTilt
StopUse
StopWaitingForActor
Stopping because I reached a hidden place
Stops all particle systems on the selected entities.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Store a string to a file for later reading
Stores the current selected set for later retrieval.
Stress-tests Path::Compute() on an Infected. Optional argument is number of times to invoke Compute()
Stress: %.2f (%.2f / %.2f)
StrikeOnce
StrikeThink
StrikeTime
StringToFile
Strip
StripActiveWeapon
StripWeaponByClassname
StripWeaponsAndSuit
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
Stuck trying to collect NULL item
Stuck trying to collect an item
Stuck while trying to back up
Stuck!
Studio activity sequence mapping leak! (%s, %d)\n
Subdiv
Subdivides all selected areas.
Subject
Subject:%s
Subject:%s,DamageType:%s,Weapon:%s
Subject:%s,Distance:%f
Subject:%s,Distance:%g
Subject:%s,Savior:%s
Subject:%s,TimeToReunite:%f
SubjectIsA:%s,Distance:%f
SubjectIsA:%s,Distance:%f,OneShot:%s
Subtract
SubtractFromTimer
Supporting friend in combat
SuppressFallingDamage
Suppressed StaticDecal which would have hit entity %i (class:%s, name:%s) with modelindex = 0\n
Suppressing %s\n
Surface Shatter
SurfaceTouch
Surplus %s removed\n
Survival
SurvivalSetupTime
Survivor
Survivor bot restored after map transition at %.0f,%.0f,%.0f!\n
Survivor main path is too long to transmit
Survivor was lunged while %sfacing the hunter and %sbashing\n
Survivor.%s
SurvivorAmbushBoomer
SurvivorApproachMinigun
SurvivorAttack
SurvivorAttack::FireWeapon
SurvivorAttractAndGiveItem
SurvivorAttractForItemGive
SurvivorBehavior
SurvivorBot
SurvivorBot::Update
SurvivorBotAbandonedReviveDueToAttack
SurvivorBotAttackedWhileHealingFriend
SurvivorBotAttractPlayerForThrow
SurvivorBotAwardHurrah
SurvivorBotCantSupportUnreachableFriend
SurvivorBotClosingDoorBehindUs
SurvivorBotEnteringRescueVehicle
SurvivorBotEscapingFlames
SurvivorBotFriendDiedBeforeSupportArrived
SurvivorBotGiveUpHealingFriendInTrouble
SurvivorBotGiveUpHealingFriendWhoIsHealthy
SurvivorBotGiveUpHealingFriendWhoSomeoneElseIsHealing
SurvivorBotGiveUpHealingWrongFriend
SurvivorBotHasEscapedFlames
SurvivorBotHasEscapedSpit
SurvivorBotHasRegroupedWithTeam
SurvivorBotHealedFriend
SurvivorBotHelpOverwhelmed
SurvivorBotHurrahAlso
SurvivorBotLeavingCheckpoint
SurvivorBotMoveToRescueFriendFromCloset
SurvivorBotMoveToSavePouncedFriend
SurvivorBotMoveToSavePummeledFriend
SurvivorBotMoveToSaveTonguedFriend
SurvivorBotMovingToBattleStation
SurvivorBotMovingToCloseCheckpointDoor
SurvivorBotMovingToCloseDoorBehindUs
SurvivorBotMovingToHealFriend
SurvivorBotMovingToRescueVehicle
SurvivorBotMovingToReviveFriend
SurvivorBotMovingToReviveFriendWhoDied
SurvivorBotNoteHumanAttention
SurvivorBotNoteHumanAttentionNeedHelp
SurvivorBotOrphanedFriendBecameUnreachable
SurvivorBotOrphanedFriendDiedBeforeReunite
SurvivorBotReachedCheckpoint
SurvivorBotReassureComing
SurvivorBotReassureNearby
SurvivorBotRegroupWithTeam
SurvivorBotRescued
SurvivorBotRetreatedOutOfSight
SurvivorBotReunitedWithOrphanedFriend
SurvivorBotSomeoneElseReviveFriend
SurvivorBotTakeThisItem
SurvivorBotThanksForGift
SurvivorBotWarnIncoming
SurvivorBotWasShoved
SurvivorBotYesFlashlightOff
SurvivorBotYesReady
SurvivorBotYouAreWelcome
SurvivorBots won't scavenge items farther away from the group than this
SurvivorCheckpointLeaving
SurvivorCheckpointReached
SurvivorCloseDoor
SurvivorCollectObject
SurvivorConcept
SurvivorCoughing
SurvivorDebugApproach
SurvivorDied
SurvivorDislodgeVictim
SurvivorDispatchEnemy
SurvivorElevatorEnter
SurvivorElevatorRide
SurvivorEscapeFlames
SurvivorEscapeLadderAmbush
SurvivorEscapeSpit
SurvivorGiveItem
SurvivorGivePillsToFriend
SurvivorGrabbedLedge
SurvivorGroupInfo
SurvivorHealFriend
SurvivorHealSelf
SurvivorIncapacitated
SurvivorIntention::Update
SurvivorIntroSequence
SurvivorJockeyEnded
SurvivorJockeyed
SurvivorJockeyedOther
SurvivorLeavingCheckpoint
SurvivorLeavingInitialCheckpoint
SurvivorLegsApproach
SurvivorLegsApproachElevator
SurvivorLegsBattleStations
SurvivorLegsCoverFriendInCombat
SurvivorLegsCoverOrphan
SurvivorLegsEnterRescueVehicle
SurvivorLegsMeetRescueVehicleArrival
SurvivorLegsMoveOn
SurvivorLegsRegroup
SurvivorLegsRetreat
SurvivorLegsStayClose
SurvivorLegsWait
SurvivorLiberateBesiegedFriend
SurvivorMaxIncapacitatedCount
SurvivorName
SurvivorRescueBarricadedFriend
SurvivorReviveFriend
SurvivorSet
SurvivorStandingOnCar
SurvivorTakePills
SurvivorTeamCount = %d
SurvivorTeamSituation::GetPathToFriend
SurvivorUseObject
SurvivorWasCharged
SurvivorWasPounced
Survivors
Survivors don't take damage
Survivors haven't closed the saferoom door?\n
Survivors need to hold +attack2 to drag incapacitated survivors
Survivors passed me on the flow
Survivors revealed my position
Survivors take damage but won't die
SustainPeakMaxTime
SustainPeakMinTime
Swim
SwingEnd
SwingStart
Switch teams and restart the game
Switch to next head bodygroup
Switch to next lower body bodygroup
Switch to next skin
Switch to next upper body bodygroup
SwitchOverlay
SwitchToItem
Switched to state: %d (%s)\n
Switching Survivor '%s' from team %d to ZOMBIE\n
Switching Survivor Bot '%s' from team %d to SPECTATOR\n
Switching Zombie '%s' from team %d to SURVIVOR %s\n
Switching Zombie '%s' from team %d to SURVIVOR\n
System/access
System/network
T1\nf
T2\ff
TANK
TANK OFFER: Looking for players\n
TANK OFFER: No tickets, choosing randomly\n
TANK OFFER: Player %s has %d tickets\n
TANK OFFER: Winning Player = %s\n
TANK OFFER: Winning ticket = %d\n
TATI
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
THREAT
TICK:%5d:Ragdoll separation count: %d\n
TIMER_COUNTDOWN
TIMER_COUNTUP
TIMER_DISABLE
TIMER_SET
TIMER_STOP
TINY_CENTERED_HULL
TINY_FLUID_HULL
TINY_HULL
TLEF
TLES
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_DISSOLVESCREAM
TLK_ELECTROCUTESCREAM
TLK_FIREMINIGUN
TLK_FIREWEAPON
TLK_FLAGCAPTURED
TLK_FLAGPICKUP
TLK_HEALTARGET_CHARGEDEPLOYED
TLK_HEALTARGET_CHARGEREADY
TLK_HEALTARGET_STARTEDHEALING
TLK_HEALTARGET_STOPPEDHEALING
TLK_HURT
TLK_IDLE
TLK_IDLE: %s : vocalizetimer(%d), timeToNextVoc(%.1f)\n
TLK_IDLE: %s SUCCESSFUL FindResponse\n
TLK_IDLE: %s did not FindResponse\n
TLK_IDLE: %s is remarking; will not idle\n
TLK_IDLE: %s will SpeakIfAllowed\n
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_REMARK
TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
TLK_ROUND_START
TLK_SPY_SAPPER
TLK_STALEMATE
TLK_SUDDENDEATH_START
TLK_TELEPORTED
TLK_WINDMINIGUN
TONGUE: Lost line of sight\n
TONGUE: Lost target\n
TONGUE: dropping because failed the last moment LOS check before grabbing.
TONGUE: not a good target\n
TOOLS/CLIMB_VERSUS
TOOLS/TOOLSCLIP
TOOLS/TOOLSPLAYERCLIP
TRACE_MASK_ALL
TRACE_MASK_NPC_SOLID
TRACE_MASK_PLAYER_SOLID
TRACE_MASK_SHOT
TRACE_MASK_VISIBLE_AND_NPCS
TRACE_MASK_VISION
TRAIN(%s), speed to %.2f\n
TRAIN(%s): Blocked by %s (dmg:%.2f)\n
TRAIN(%s): Blocked by %s\n
TRAIN(%s): Dead end 
TRAIN(%s): Lost path\n
TRAIN(%s): Speed is 0\n
TRAIN: %s, Nearest track is %s\n
TRANSIENT
TRANSIENT 
TROY
TRUE
TRUE Anger: %3.2f  Processed Anger: %3d  Out Anger: %3d\n
Table entry '%s' has inappropriate type %d, can't make a Decider query out of that.\n
Take all of the connected clients and take them to the end game state.
Take control of a bot.
TakeDamage
TakeDamageEx
Takes a sound name
Takes duration, value for a temporary override
Taking falling damage greater than this will kill survivors outright instead of incapacitating them
Taking this much damage interrupts a pounce attempt
Taking too much time - giving up
Tank
Tank Count = %d\n
Tank Wave
Tank Zombie max health
Tank committing suicide at %f %f %f\n
Tank offer: Going to the only PZ\n
Tank offer: Starting the lottery\n
Tank offer: making a bot, and giving him to nobody\n
Tank rock %s\n
Tank.%s
Tank/Witch threat spawn: No non-visible valid areas between threat area and goal area! Choosing random area.\n
Tank::Precache
TankActive
TankArmsVariant
TankAssistDamage
TankAttack
TankBehavior
TankDamage
TankHitDamageModifierCoop
TankHitDamageModifierVersus
TankIdle
TankIncaps
TankIntention::Update
TankKills
TankLimit
TankPunched: %s, Pounced: %s, Tongued: %s
TankRunSpawnDelay
TankVariant
Tanks
TanksSpawned
Target
Target Pos:   %3.3f
Target Pos: %3.3f
Target is at %f %f %f
Target is dispatched
Target:   -  
Target: %s
TargetArc
TargetCDAudio - Track %d out of range\n
TargetDir
TargetEntity
TargetName
TargetRange
TargetReference
TargetScale
TargetTeam
TargetX
TargetY
TargetZ
Team
Team "%s" triggered "%s" (Infected "%i") (Survivor "%i")\n
Team "CT" scored "%i" with "%i" players\n
Team "CT" triggered "Intermission_Win_Limit"\n
Team "Infected" scored "%i" with "%i" players\n
Team "Survivor" scored "%i" with "%i" players\n
Team "TERRORIST" scored "%i" with "%i" players\n
Team "TERRORIST" triggered "Intermission_Win_Limit"\n
Team %d
Team %d: %s\n
Team1Score
Team1Wins
Team2Score
Team2Wins
Team: %s
TeamAlive
TeamEscapeThink
TeamFaultlessMission
TeamNarrowEscape
TeamNum
TeamSurvival
TeamTouchThink
TeamToughGuy
TeamUntouchable
Teamplay
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
TeamsTie
TeenAngst
TeenGirl
Teleport
Teleport the farthest away Survivor to your cursor position
Teleport the selected bot to your cursor position
Teleport the specified entity to where the player is looking.\n\tFormat: ent_teleport <entity name>
TeleportEntity
TeleportToCurrentPos
TeleportToSurvivorPosition
TeleportToTarget
Teleported farther along the path
Teleported stuck player\n
Teleported to nearby friend's spot
Tell all NextBots to assault
Tell all NextBots to move to the cursor position
Tell all NextBots to move to the specified absolute position
Tells all existing nextbots to swap into assault mode and not hide/dither/loiter
TempHealthDecayRate
Template Connection Found: Key %s ("%s") in entity named "%s"(%d) matches entity %d's targetname\n
Template01
Template02
Template03
Template04
Template05
Template06
Template07
Template08
Template09
Template10
Template11
Template12
Template13
Template14
Template15
Template16
TemplateEntityData_t
Templates
Temporary health is multiplied by this when SurvivorBots consider who needs healing
TerminateRound: unknown round end ID %i\n
Terror
Terror Player!
Terror Spawn Attribute Flags: 0x%08x\n
TerrorNavArea
TerrorNavArea::IsPotentiallyVisibleToTeam
TerrorNavMesh::ComputeFlowDistances
TerrorNavMesh::InitializeFlowDistances
TerrorNavMesh::MaintainWanderingPopulation
TerrorNavMesh::OnAreaCleared
TerrorNavMesh::OnRoundRestart
TerrorNavMesh::RecomputeFlowDistances
TerrorNavMesh::Update
TerrorNavMesh::UpdateBoundarySpread
TeslaHitboxes
Test
Test a clientside dispatch effect.\n\tUsage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n\tDefaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n
Test command that drops an entity blocker out in front of the player.
Test networking visibility distance
Test the selected set for being on stairs
TestActivator
Test_CreateEntity
Test_CreateEntity( %s ) failed.
Test_CreateEntity: requires entity classname argument.
Test_EHandle
Test_InitRandomEntitySpawner
Test_InitRandomEntitySpawner: created %d slots.\n
Test_ProxyToggle_EnableProxy
Test_ProxyToggle_EnableProxy: requires parameter (0 or 1).
Test_ProxyToggle_SetValue
Test_ProxyToggle_SetValue: no entity present.
Test_ProxyToggle_SetValue: requires value parameter.
Test_RandomPlayerPosition
Test_RandomPlayerPosition: no local player entity.
Test_RandomPlayerPosition: no world entity.
Test_RandomizeInPVS
Test_RandomizeInPVS <percentage chance to change>
Test_RemoveAllRandomEntities
Test_SpawnRandomEntities
Test_SpawnRandomEntities <min # entities> <max # entities> missing arguments.
Test_SpawnRandomEntities: not initialized (call Test_InitRandomEntitySpawner frst).
Testing collision system\n
Testing kd-tree entity queries.
Tests collision detection
Tests collision system
Tests hull collision detection
Tests spatial partition for entities queries.
Tests visibility from the selected area to the one under the cursor.
Text that team leader from each team must speak for the match to begin
TextMsg
Texture: %s\n
TextureScale
TextureScroll
Tff.
The %s team cannot call this vote.
The Director says its relax time
The HDR tonemap scale. 1 = Use autoexposure, 0 = eyes fully closed, 16 = eyes wide open.
The HOST file to load.
The MOTD file to load.
The Navigation Mesh was built using a different version of this map.
The Navigation Mesh was built using a different version of this map.\n
The Navigation Mesh was built with an old server dll - reanalyze the mesh!\n
The Survivors have passed me by!
The battle is over, move on
The director
The distance survivors can move from the starting weapons during the ready period
The elevator is moving
The elevator stopped at its destination
The fastest the tongue can get you going.
The ground unit normal's Z component must be greater than this for nav areas to be generated.
The ground unit normal's Z component must be this close to the nav area's Z component to be generated.
The helicopter has arrived!
The highest the noise level can go.
The maximum number of areas to draw in edit mode
The maximum time between vocalizing being burned
The minimum time between vocalizing being burned
The minimum time between vocalizing being shot
The minimum time in seconds between performances of this music
The multiplier to damage from a shotgun pellet within z_shotgun_bonus_damage_range range.
The nav file for %s is built from an old version of the map\n
The nav file for %s is up-to-date\n
The nav mesh
The nav mesh needs a full nav_analyze\n
The object we wanted to use is gone
The object we wanted to use is no longer usable
The object we wanted to use is owned by someone
The offset of the nav drag volume bottom from center
The offset of the nav drag volume top from center
The orphan is no longer an orphan
The orphan is no longer reachable
The percent of the fog end distance that stops vocalizations.
The radio has been destroyed!
The rescue vehicle is here!!!
The server session ID for the new steam works gamestats.
The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
The speed setting put on a Tank when hit by a grenade.
The speed that gravity tries to pull us downwards while being tongued.
The total number of melee weapons allowed on the team. 0 = bots never use melee
ThePassing
There are no entries in the Place database.\n
They are unreachable
Think
ThinkFunc
ThirdStrike
This game doesn't support server benchmarks (no CServerBenchmarkHook found).
Threat is gone
Threat[%d] = %s\n
ThrewGrenade
Throttle
Throttle: %s, Reverse: %s\n
Throw loft angle
Throwing rock
Ticks per second    : %.2f\n
Tier
Tilt
Time
Time added to the clock every time a cluster is cleared (in linear scavenge)
Time added to the clock every time a team scores
Time after round win until round restarts
Time allowed between jockey bot leaps.
Time at which attacker's velocity contribution finishes fading.
Time at which attacker's velocity contribution starts to fade.
Time between respawn waves.
Time between spawning flames for first fire
Time between trigger tests for infected. This is throttled for perf reasons.
Time delay for elevator movement start.
Time from intent to swing that swing actually happens.
Time in seconds after player state changes before steady state changes can occur.
Time in seconds without network state changes until an entity is considered for trickle updates
Time it takes for a full capture point to deteriorate.
Time it takes for entry into the tank lottery
Time it takes for selection in the tank lottery
Time limit to set up before the round auto-starts.
Time spend frozen in observer freeze cam.
Time taken to zoom in to frame a target in observer freeze cam.
Time to burn when hit by incendiary ammo
Time to live of vomit damage entities.
Time:   %3.2f
Time: %.2f, Speed: %.2f, MaxSpeed: %.2f
TimeAveragedIntensity
TimeSinceCombat
TimeSinceGroupInCombat
TimeSubmitted
TimeToIdle
TimeToReunite:%f
TimeToTrigger
Timelimit (in seconds) of the stalemate round.
Timeout
TimeoutThink
Times the cost of each active object
Tint color to force on all model variations (needs sv_zoo_tint_loop 0)
Tiny nav area check
To connect areas, mark an area, highlight a second area, then invoke the connect command. Make sure the cursor is directly north, south, east, or west of the marked area.
To connect two Areas, mark the first Area, highlight the second Area, then invoke the connect command. Note that this creates a ONE-WAY connection from the first to the second Area. To make a two-way connection, also connect the second area to the first.
To disconnect areas, mark an area, highlight a second area, then invoke the disconnect command. This will remove all connections between the two areas.
To disconnect two Areas, mark an Area, highlight a second Area, then invoke the disconnect command. This will remove all connections between the two Areas.
To merge two Areas into one, mark the first Area, highlight the second by pointing your cursor at it, and invoke the merge command.
To merge, mark an area, highlight a second area, then invoke the merge command
To see unlit areas:\n
To splice, mark an area, highlight a second area, then invoke the splice command to create a new, connected area between them.
To splice, mark an area, highlight a second area, then invoke the splice command to create an area between them
To split an Area into two, align the split line using your cursor and invoke the split command.
ToWin:%d
Toggle
Toggle journaling - defaults to logging special location.
Toggle prop debug mode. If on, props will show colorcoded bounding boxes. Red means ignore all damage. White means respond physically to damage but never break. Green maps health in the range of 100 down to 1.
Toggle show triggers
Toggle the 3-way animation blending code.
Toggle the editor into and out of Place mode. Place mode allows labelling of Area with Place names.
Toggle the in-game script debug features
Toggle. Player becomes hidden to NPCs.
Toggle. Player becomes non-solid and flies.  Optional argument of 0 or 1 to force enable/disable
ToggleAlternatePath
ToggleDirection
ToggleEnabled
TogglePath
ToggleSound
ToggleSpark
ToggleSprite
ToggleTest
Toggles 'picker' mode.  When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.\n\tArguments:\tfull - enables all debug information
Toggles Place Painting mode. When Place Painting, pointing at an Area will 'paint' it with the current Place.
Toggles all areas into/out of the selected set.
Toggles horizontal punchangles for guns
Toggles input/output message display for the selected entity(ies).  The name of the entity will be displayed as well as any messages that it sends or receives.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Toggles pausing of input/output message processing for entities.  When turned on processing of all message will stop.  Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.
Toggles the 'area is not suitable for hiding spots' flag used by the AI system.
Toggles the 'area is transient and may become blocked' flag used by the AI system.
Toggles the 'avoid this area when possible' flag used by the AI system.
Toggles the 'dont avoid obstacles' flag used by the AI system.
Toggles the 'dont jump in this area' flag used by the AI system.
Toggles the 'hostages cannot use this area' flag used by the AI system.
Toggles the 'must crouch in this area' flag used by the AI system.
Toggles the 'must stop when entering this area' flag used by the AI system.
Toggles the 'stand while hiding' flag used by the AI system.
Toggles the 'traverse this area by jumping' flag used by the AI system.
Toggles the 'traverse this area by running' flag used by the AI system.
Toggles the 'traverse this area by walking' flag used by the AI system.
Toggles vertical punchangles for guns
Toggles whether or not to show the MOTD to clients when they connect.
TonemapName
TonemapSystem
TongleAngle: %2.2f, H/V Velocities: %2.2f %2.2f
Tongue bending on %s at %.0f,%.0f,%.0f
Tongue broke because victim is on a moving platform.
Tongue broke because victim is on the rescue vehicle.
Tongue broke because we left the ground.
Tongue choke ending.
Tongue choke starting.
Tongue completed
Tongue dropping because GrabVictimWithTongue somehow failed.
Tongue dropping because it bent too many times.
Tongue dropping because we no longer have a target.
Tongue dropping because we released it.
Tongue dropping because we tried to grab through a closed checkpoint door.
Tongue from behind, attack was an ambush.\n
Tongue grab starting.
Tongue health
Tongue launching as a miss.
Tongue launching towards victim.
Tongue letting because victim is being revived
Tongue letting go because of damage.
Tongue letting go for a melee.
Tongue letting go for taking too much damage.
Tongue letting go on death.
Tongue letting go on getting bashed.
Tongue letting go on victim falling.
Tongue not targeting anyone.
Tongue targeting new victim.
Tongue took %f damage (was %f/%f).
Too close for comfort, even when neutral
Too far to be a threat, even for boss infected
Too many entities across a transition!\n
Too many traces, %f damage, %d iterations\n
Tools
Total %d entities (%d empty, %d edicts)\n
Total time          : %.2f seconds\n
Total walkable area = %f sq 100 yards\n
Total wandering zombie population = %d wanderers\n
TotalBoomers
TotalChargers
TotalDeadTime
TotalHunters
TotalItems
TotalJockeys
TotalMeleeKills
TotalSmokers
TotalSpecials
TotalSpitters
TotalTime
Touch
TouchChangeLevel
TouchTest
TouchType
Touching our own weapons\n
Touching: %d(%s)\n
Trace using: %s\n
Trace: %d, contents %d, enumerate %d\n
TraceLine
Tracer
TracerSound
TracerThink
Track Victim
TrackTrain %s arrived at %s, speed to %4.2f\n
Trail Length Random
TrailLength
Train
Train %s speed to %4.2f\n
Transferring %s (%d)\n
TransitionRestore
TransitionThink
TranslationData
TranslucencyLimit
Translucent
Travel distance is %3.2f\n
Tried calling InterceptChat but failed\n
Tried to call SetMass() on %s but it has no physics.\n
Tried to close the door
Tried to connect a bad corner connection.. get Brian!\n
Trigger
Trigger a mob as soon as possible when in BUILD_UP
TriggerAndWait
TriggerCDAudio - Track %d out of range\n
TriggerDecal
TriggerHitPoints
TriggerProximity - Missing measure target or measure target with no origin!\n
TriggerThink
TriggerTrackChange
TriggeredBy:
True if the current map is the final map of the campaign
True if the first map in a scenario
True if the intro is currently playing
True if the map is the start of the session
True when all survivors are within the finale area
True when one or more survivors are bypassing the Tank
True when one or more survivors are in the exit checkpoint
True when one or more survivors are in the starting safe area
True when one or more survivors have left the starting safe area
True when teams are flipped in Versus modes
True when the finale escape is in progress
True when the finale has started
True when the finale vehicle is ready
Try and get the current Eye Angles
Try and get the current eye position
Try to clear all the debug overlay info
TryGetPathableLocationWithin
Trying %s (%s): 
Trying to approach and use a minigun
Trying to dislodge Jockeyed friend!
Trying to dislodge Pounced friend!
Trying to dislodge Smoker-tongued friend!
Trying to dislodge by attacking
Trying to dispatch Pummeler!
Trying to face the infected that has my friend
Trying to heal a friend
Trying to kill friend's attacker
Trying to load more than 9 menu items in voicecommands.txt, extras ignored
Trying to precache breakable prop, but has no model name\n
Trying to use something to help us along
TumbleThink
Turn an entity index integer to an HScript representing that entity's script instance.
Turn off a particular trace output by file or function name
Turn off a particular trace output by table/instance
Turn off achievements.
Turn off all trace output
Turn on a particular trace output by file or function name
Turn on a particular trace output by table/instance
Turn on achievement debug msgs.
Turn on all trace output
Turn on//off L4D stats tracking.
TurnGlowsOff
TurnGlowsOn
TurnOff
TurnOffDisplay
TurnOn
TurnOnDisplay
Turns off interactive fish behavior. Fish become immobile and unresponsive.
Turns on the absbox for all active physics objects
Turns on turbo physics
Turret damage per shot against player zombies (turret fires at 10Hz)
Turret damage per shot against survivors (turret fires at 10Hz)
Turret damage per shot against tanks (turret fires at 10Hz)
Turret damage per shot against the horde (turret fires at 10Hz)
Turret damage per shot against witches (turret fires at 10Hz)
Turtle Rock Studios
TutorLesson
Twist
Type
Type:%s
TypeID
U(t3
UN-STUCK
UNDERWATER 
UNKNOWN
UNKNOWN TEAM
UNLOCK_CONTEXT
UNUSED
UPGRADE
UPGRADEPACK
UPGRADE_%s
UPGRADE_EXPLOSIVE_AMMO
UPGRADE_INCENDIARY_AMMO
UPGRADE_LASER_SIGHT
USAGE: director_solve_item_density <number of items desired in map>\n
USAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."\n
USAGE: sv_play_music <name of gamesound music>\n
USAGE: sv_stop_music <name of gamesound music>\n
USED
UTF-32LE
UTF-8
UTIL_EmitAmbientSound:  Sentence emitted '%s' (ent %i)\n
UTIL_GetListenServerHost() called from a dedicated server or single-player game.\n
UTIL_ShowMessageAll
UTIL_TranslateSoundName
U\f#J4
U\ffff.
U\ftF
U\ftSvs
U\ft_vz
U\ftf
U\fw*f
U\fx[9
Uffff.
UnZoom
Unable to coerce table entry '%s' to AI_Criteria from type %d, they're incompatible\n
Unable to create non-precached breakmodel %s\n
Unable to find a filename to save the selected set to disk.\n
Unable to find cutout model for '%s' on wound exclusion list!
Unable to find mapping for flexcontroller %i, settings %p on %i/%s\n
Unable to give myself the item to give
Unable to load %s.\n
Unable to load manifest file '%s'\n
Unable to load surface prop file '%s' (referenced by manifest file '%s')\n
Unable to log scavenge items to %s\n
Unable to open %s for precache logging\n
Unable to parse script table to Decider query.\n
Unable to persist cache '%s', check file permissions\n
Unable to persist cache manifest '%s', check file permissions\n
Unable to read particle definition %s! UtlBuffer is probably the wrong type!\n
Unable to save %d bytes to %s\n
Unable to save the selected set to disk.\n
Unable to switch to the item we're trying to give.
Unaccounted
Unapplied multidamage left in the system:\nTarget: %s\nInflictor: %s\nAttacker: %s\nDamage: %.2f\n
Unassigned
Unbending!
Unblock the rescue vehicle nav areas so bots can path through them
UnblockArea
UnblockNav
UnblockRescueVehicleNav
Unblocks this area
Unconnected Area(s):\n
Underwater.BulletImpact
Unexpected EOF in quoted string
Unhandled animation event %d for %s\n
Unhandled animation event %d from %s --> %s\n
Unhandled animation event %s for %s\n
Unknown
Unknown NavArea sub-version number\n
Unknown attribute '%s'
Unknown command: %s\n
Unknown interpolation type %d\n
Unknown nav property %s\n
Unknown navigation file version.\n
Unlock
UnlockThink
Unlocked
Unnamed
Unpressed
UnpressedAttack
UnpressedAttack2
UnpressedBack
UnpressedForward
UnpressedMoveLeft
UnpressedMoveRight
Unpressing...
Unreachable
UnregisterAvoidanceObstacle
UnregisterForbiddenTarget
Unregisters a target entity as forbidden
Unsupported KeyValue type for key %s (type %s)\n
Unsupported ScriptedMode Spawn Rule\n
Unsupported response type %d
Update
Update the nav mesh STAIRS attribute
UpdateBlocked: Area %d is already blocked with a different team id! This may cause flow bugs.\n
UpdateCvars
UpdateHUDTable
UpdateLineOfScrimmage: %s gets timer\n
UpdateLineOfScrimmage: %s has a front line of scrimmage of %f flow (wanted %f flow)\n
UpdateLineOfScrimmage: %s has a rear line of scrimmage of %f flow (wanted %f flow)\n
UpdateLineOfScrimmage: %s has no escape route and gets timer\n
UpdateLineOfScrimmage: %s is non-zombie and gets timer\n
UpdateLineOfScrimmage: %s saw all survivors in the finale area - waiting for finale to start\n
UpdateMaterialThink
UpdateParamBlend
UpdateRadar
UpdateThink
UpdateTonemapScaleBlend
UpdateViewPostThink
UpdateViewThink
Updated %d entities.\n
Updates RESCUE_CLOSET nav flags
Updates entities in the map that can safely be updated (don't have parents or are affected by constraints). Also excludes entities mentioned in any hammer_updateignorelist objects in this map.
Updates the blocked/unblocked status for every nav area.
Updates the entity's position/angles when in edit mode
Updating physics on object in hierarchy %s!\n
Upgrade Packs
Upgraded survivors reload in this fraction of the base time.
UpgradepackDensity
Upgrades
UpperBody
UpperRandomBound
Upward float velocity of vomit damage entities.
Usage:  ent_setang index pitch yaw <optional roll>\n
Usage:  ent_setpos index x y <optional z>\n
Usage:  rr_debugresponseconcept_exclude  Concept1 Concept2 Concept3...\n
Usage:  setang pitch yaw <roll optional>\n
Usage:  setang_exact pitch yaw <roll optional>\n
Usage:  setpos player_index x y <z optional>\n
Usage:  setpos x y <z optional>\n
Usage:  setpos_exact x y <z optional>\n
Usage:  soundemitter_spew < sndname >\n
Usage:  te <lifetime> <entname>\n
Usage: %s <attribute1> [attribute2...]\n
Usage: %s <attribute> [attribute2...]\n
Usage: %s <attribute>\n
Usage: %s <stuck filename>\n
Usage: global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).\n
Usage: mp_disable_autokick <userid>\n
Usage: mp_forcewin <opt: team#>
Usage: nav_merge_mesh filename\n
Usage: nav_place_replace <OldPlace> <NewPlace>\n
Usage:\n   ent_dump <entity name>\n
Usage:\n   ent_fire <target> [action] [value] [delay]\n
Usage:\n   ent_info <class name>\n
Usage:\n   ent_setname <new name> <entity name>\n
Use IK on in-place turns.
Use SIMD bone setup.
Use a particular weapon\t\nArguments: <weapon_name>
Use a smaller delay if the smoker started choking us from behind. So this plus TongueNoProgressChokeTime equals the earliest start of a ground choke in the event of an ambush.
Use absolute (up is always up and down always down) ladder controls.
Use extra tracelines to prevent burrowing zombies
Use the garbage collector to track down reference cycles
UseAdrenaline
UseDefaultAutoExposure
UseDefaultBloomScale
UseDelay
UseModelEntity
UseMoveDone
UseRandomTime
UseStart
UseThink
UseTimed
UseWind
Used %d pills. 
Used a minigun, now going to attack with it
Used object
UserConsoleCommand
UserDefinedEvent1
UserDefinedEvent2
UserDefinedEvent3
UserDefinedEvent4
UserID %d (%s) has gone away - removing transition record\n
UserMessageBegin:  Unregistered message '%s'\n
Userid changed, clearing stats file\n
Using model "%s"\n
Using the new music manager system.
V@i~D
VAvi001
VBAllocTracker001
VBik001
VDataCache003
VDebugOverlay003
VEHI
VEHICLE
VEngineCvar007
VEngineRandom001
VEngineServer022
VEngineServerStringTable001
VFileSystem018
VGUIMenu
VGUI_Input005
VGUI_Localize005
VGUI_Panel009
VGUI_Scheme010
VGUI_Surface031
VGUI_System010
VGUI_ivgui008
VISI
VISION
VM Did not start!\n
VMDLLIB001
VMaterialSystem080
VModEnable
VModelInfoServer002
VOMIT JAR
VP4002
VPhysics Penetration Error (%s)!
VPhysics031
VPhysicsCollision007
VPhysicsSurfaceProps001
VPrecacheSystem001
VProcessUtils001
VResourceAccessControl001
VSCRIPT: Started VScript virtual machine using script language '%s'\n
VSERVERENGINETOOLS001
VSERVERFOUNDRY001
VSERVERTOOLS001
VScriptManager010
VScriptServer
VServerDllSharedAppSystems001
VSoundEmitter003
VStudioRender026
VUUU
VUUUfff.
VWorkshop001
V_AppendSlash: ran out of space on %s.
V_MakeAbsolutePath: _getcwd failed.
V_MakeAbsolutePath: tried to ".." past the root.
ValidateScriptScope
Value
Value %s exeeds size of datatype. \n
Value: DEAD
Value: OFF
Value: ON
Valve
Valve Contributors
ValveBiped.Bip01_L_Hand
ValveBiped.Bip01_R_Hand
ValveBiped.Weapon_bone
ValveBiped.bip01_pelvis
Vector
VectorXY
Vehicle %s has invalid wheel attachment for %s - no movement\n
Vehicle (%s) unable to properly initialize due to script error in (%s)!\n
Vehicle: %d(%f %f %f)\n
VehicleLocked
VehicleScript
Velocity Inherit from Control Point
Velocity Noise
Velocity Random
Velocity Repulse from World
Versus Boss: MinFlow %.2f MaxFlow %.2f - Team 0: Tank %.2f Witch %.2f - Team 1: Tank %.2f Witch %.2f\n
Versus Teams are flipped\n
VersusCompletionScore
VersusTravelCompletion
Vertical view fixup when eyes are near water plane.
VerticalGlowSize
VerticalPunch
Very Good
Very close - attack!
Very close range for threats
VguiScreen
Victim
Victim became NULL
Victim died
Victim is close, attack!
Victim is dead, and I'm on fire
Victim is incapacitated - going in for the kill
Victim pointer is NULL
Victims
View entities in the voxel-tree at the player position.
View entities in the voxel-tree inside box <Vector(min), Vector(max)>.
View entities in the voxel-tree inside sphere <Vector(center), float(radius)>.
View entities in the voxel-tree.
ViewMode
ViewPunch
ViewSmoothingData_t
Viewkick
VisMon: %d traces performed during this polling cycle (Max: %d)\n\n
VisMon: Added Entity: %s (%s)\n
VisMon: MAX Traces. Stopping after element %d\n
VisMon: Player %s IGNORING VISIBILE Entity: %s\n
VisMon: Player %s sees Entity: %s\n
VisMon: RESET\n
VisMon: Removed Entity: %s (%s)\n
VisMon: Starting at element: %d\n
VisMon: Time: %f - Tracking %d Entities. (Max:%d)\n
Visibility from %d to %d is %d\n
VisibilityMonitor
VisibilityThink
Visible: %s
Visualize the vomit damage.
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
Visualizes all entity input/output activity.
VoiceCommands
VoiceMask
VoiceServer002
VoiceSubtitle
Voicecommand script attempting to use unknown concept. Need to define new concepts in code. ( %s )\n
Volume
Vomit Jars
Vomit completed
Vomit thrown on me
Vomit.Cancel
Vomit.Use
VomitJar projectile spawned at %f %f %f, velocity %f %f %f\n
VomitJarDensity
Vote
Vote failed "%s %s"\n
Vote failed: already voting %s.
Vote failed: no active issue.
Vote failed: no changing vote.
Vote failed: server disabled.
Vote failed: system error.
Vote failed: team restricted.
Vote failed: voting closed.
Vote succeeded "%s %s"\n
VoteControllerThink
VoteFail
VotePass
VoteRegistered
VoteStart
Voting %s.
VoxelTreeBox - (%f %f %f) to (%f %f %f)\n
VoxelTreePlayerView\n
VoxelTreeSphere - (%f %f %f), %f\n
VoxelTreeView\n
Vs mode converted Pain Pills to First Aid Kit at ( %3.2f, %3.2f, %3.2f )\n
WAIT_FOR_COMBAT_TO_END
WALK
WALK 
WARNING! Field %s is using the wrong FIELD_ type!\nFix this or you'll see a crash.\n
WARNING: BackupPlayer trying to back player into a bad position - client %d\n
WARNING: Failed to create attribute '%s' - likely out of memory in s_DMXAllocator!\n
WARNING: Hey, you set a spawn count (%d) and mask (%x) in script... only set 1\n
WARNING: Momentary door (%s) start position not between 0 and 1.  Clamping.\n
WARNING: Ummm, i cant spawn from %d directions, fool... there are only 8\n
WARNING: trying to set new Cooldown time, but timer isnt running\n
WEAPONSPAWN
WIDE_HUMAN_HULL
WIDE_SHORT_HULL
WIN32
WITCH
WRITE_BYTE called with no active message\n
WRITE_SHORT called with no active message\n
W\fBfff.
W_Precache()
Wait
Wait duration elapsed
WaitTillLand
WaitingForPlayers time length in seconds
Wake
Walk: (%.2f, %.2f), Run: (%.2f, %.2f), Crouch: (%.2f, %.2f), Dismount: %.2f, Tongue: %.2f
Walkable position marked.\n
WanderWitchZombie.Despair
WanderingZombieDensityModifier
Want to shoot the smoker holding my friend!
WarnSpitterIncoming
Warning! Can't specify mins/maxs for point entities! (%s)\n
Warning! GetMaterialIndex: couldn't find material %s\n 
Warning, funcladder with blocked bottom point (%.2f %.2f %.2f) stuck in (%s)\n
Warning, funcladder with blocked top point (%.2f %.2f %.2f) stuck in (%s)\n
Warning- ai_sound cannot find proxy entity named '%s'. Using self.\n
Warning:  %s = '%s' is infinite, clamping value.\n
Warning: Deleting orphaned children of %s\n
Warning: Multiple info_map_parameters entities in map!\n
Warning: Multiple info_map_parameters_versus entities in map!\n
Warning: NavArea #%d: Truncated encounter spot list to 255\n
Warning: NavArea #%d: Truncated hiding spot list to 255\n
Warning: NavMesh place %s is undefined?\n
Warning: No match for global entity %s found in destination level\n
Warning: Physics damage event with no recovery info!\nObjects: %s, %s\n
Warp all Survivors to the battlefield
Warp all Survivors to the exit checkpoint
Warp all Survivors to the finale radio
Warp all survivors to the player's cursor
Warp the survivors to the crescendo event
Warp the survivors to the finale area
Warp the survivors to the next checkpoint
Warp yourself to a survivor spawn area
WarpAllSurvivorsToBattlefield
WarpAllSurvivorsToCheckpoint
WarpAllSurvivorsToFinale
Warps the player to the marked area.
WasSaved
Watch our victim
Watching listen server host
WaterSlowsMovement
WaveHeight
We have no weapons with which to dispatch an enemy.
We left the checkpoint
We see a victim!
We won't think about ground choking for this long after the hit. So this plus TongueNoProgressChokeTime equals the earliest start of a ground choke.
We're leaving the checkpoint to help a teammate
We're too late, they didn't make it
Weapon
Weapon spawning in solid!\n
Weapon.HitBoomer
Weapon.HitClown
Weapon.HitInfected
Weapon.HitSurvivor
Weapon.HitWorld
Weapon.Swing
WeaponArmorRatio
WeaponAutoAimScale
WeaponData
WeaponDatafile
WeaponPrice
WeaponResources
WeaponType
Weapon_GiveThink
WeaponfireThink
WeightToActivate
West
Wfff.
Wffff.
What fraction of pain pills should be converted to health kits in vs mode
WheelDust
When 'ent_pause' is set this will step through one waiting input / output message at a time.
When a mob gets to this size we think about stopping the music
When an infected starts punching its victim, destroy it. Useful for demos.
When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
When console spawning a tank automatically give it to a player.
When looping and rotating, how many times to restart before moving to next campaign
When looping, advance to the next map when reach end of campaign
When looping, stay in each map for at most the amount of time, in minutes, specified
When moving, show the end location.
When on, draws lines to all env_soundscape entities. Green lines show the active soundscape, red lines show soundscapes that aren't in range, and white lines show soundscapes that are in range, but not the active soundscape.
When playing back a scene, print timing and event info to console.
When playing back, force use of combined .wav files even in english.
When playing back, show the directions of look events.
When see less than this many of a mob, music stops
When the vomit starts to fade away
When true, print amount and type of all damage received by player to console.
Where:%s
Whether director item placement should spew a bunch of stats about what it did.
Whether model rows wrap when changing skins
Which bots to use for dumping: namvet, girl, biker, manager
Which scavenge item placement method to use (0 = old, 1 = new)
Width
Will a TK'er be punished in the next round?  {0=no,  1=yes}
Will not ban kicked player: net channel was idle for %.2f sec.\n
Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
Wind
WindAngle
WindSpeed
WindThink
WindThinkContext
Window of flow distance that the tank can spawn in for the second team in versus
Window of flow distance that the witch can spawn in for the second team in versus
Witch
Witch %d failing excessively!\n
Witch converted to a normal Infected!\n
Witch max health
Witch.%s
WitchAngry
WitchAttack
WitchBehavior
WitchBloodSplatter
WitchBurn
WitchDying
WitchExecAction
WitchGettingAngry
WitchHarassed
WitchHarassment
WitchIdle
WitchIncaps
WitchKillIncapVictim
WitchKills
WitchLimit
WitchRetreat
WitchSpawn
WitchStartAngry
WitchStartAttack
WitchVariant
WitchWander
WitchZombie.Despair
WitchZombie.Die
WitchZombie.GrowlHigh
WitchZombie.GrowlLow
WitchZombie.GrowlMedium
WitchZombie.HeadShot
WitchZombie.KillingFrenzy
WitchZombie.Pain
WitchZombie.PainFire
WitchZombie.Rage
WitchZombie.RageBeforeKillingFrenzy
WitchZombie.RetreatHorror
WitchZombie.Scream
WitchZombie.ShredVictim
WitchZombie.Surprised
Witches
WoodChunks
Wooden.Huge
Wooden.Large
Wooden.Medium
Wooden.Medium.NoStand
Wooden.Small
Wooden.Tiny
WoodenDoor.Lock
WoodenDoor.Pound
World Decal
World coords of the bottom of the ladder
World coords of the top of the ladder
World friction.
World gravity.
World triggered "%s" (Infected "%i") (Survivor "%i")\n
World triggered "Game_Commencing"\n
World triggered "Intermission_Round_Limit"\n
World triggered "Intermission_Time_Limit"\n
World triggered "Restart_Round_(%i_%s)"\n
World triggered "Round_End"\n
World triggered "Round_Start"\n
Would change level, but not going to!\n
Wound 1: %d (%s)
Wound 2: %d (%s)
WpF9
WriteFloat called with no active message\n
WriteLong called with no active message\n
WriteSBitLong called with no active message\n
WriteString called with no active message\n
WriteToJournal
WriteUBitLong called with no active message\n
WriteVec3Coord called with no active message\n
Writes out a log of the scavenge items on this map (for debugging)
Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
Wrong field type (%s) for <%s> in HUD Table
WrongTeamMsg
X360
X8t7
XAxis
XBowBolt
XCoord
XH\ft@
XboxDedicated
XboxSystemInterface001
Xx,f
YAxis
YCoord
YER_
YES reload voice because: No reason not to.\n
YES reload voice because: Personal Intensity high enough to demand it.\n
YE\ft
YL0(
YOU ARE A LEAKER!
Yaw: %2.2f %2.2f
Yell
YellThink
YellowBlood
Yff.
You can only vote on that before people leave the starting spawn area.
You can't CommandABot a non-Bot! [%s]\n
You can't CommandABot w/o a Command!\n
You don't cough after a smoke cloud has existed this long.
You don't cough until smoke cloud exists for this long.
You must be a server admin to use mp_disable_autokick\n
You must now restart to use Grunt-o-matic.\n
Your HUD Table has something in it that isnt a table! [key %s type %s]\n
Your team cannot call this vote.
Z tolerance for adding new nav areas.
Z$9r,u
Z(9r0u
Z,9r(u
Z09r4u
Z8OG
ZCoord
ZN16CTerrorGameRules10CleanUpMapEvE22CTerrorMapEntityFilter
ZN6CThrow13UpdateAbilityEvE17CThrowTraceFilter
ZOMBIE
ZOMBIE  
ZOMBIE_BOOMER
ZOMBIE_CHARGER
ZOMBIE_HUNTER
ZOMBIE_JOCKEY
ZOMBIE_NORMAL
ZOMBIE_SMOKER
ZOMBIE_SPITTER
ZOMBIE_TANK
ZOMBIE_WITCH
ZSPAWN_MOB
ZSPAWN_MUDMEN
ZSPAWN_WITCHBRIDE
ZSpawn
ZapContext
ZapThink
Zfff.
Zjz\v
Zoey
Zombie
Zombie max health
Zombie tried to attack from under displacement in nav area %d, setpos %.1f %.1f %.1f\n
Zombie tried to spawn under displacement in nav area %d, setpos %.1f %.1f %.1f\n
Zombie.Alert
Zombie.AttackMiss
Zombie.BecomeAlert
Zombie.BecomeEnraged
Zombie.BulletImpact
Zombie.ClawScrape
Zombie.Die
Zombie.HeadlessCough
Zombie.IgniteScream
Zombie.Punch
Zombie.Rage
Zombie.RageAtVictim
Zombie.Shot
Zombie.Shoved
Zombie.Sleeping
Zombie.Wander
ZombieBotBody::AimHeadTowards( pos )
ZombieBotBody::Update
ZombieBotIntention::Update
ZombieBotLocomotion::ApplyAccumulatedApproach
ZombieBotLocomotion::ResolveCollision
ZombieBotLocomotion::ResolveZombieCollisions
ZombieBotLocomotion::Update
ZombieBotLocomotion::UpdateGroundConstraint
ZombieBotLocomotion::UpdatePosition
ZombieBotVision::Update
ZombieDiscardRange
ZombieDontClear
ZombieExpensive
ZombieGhostDelayMax
ZombieGhostDelayMin
ZombieKills
ZombieManager::AccumulateSpawnAreaCollection
ZombieManager::CollectSpawnAreas
ZombieManager::GetRandomPZSpawnPosition failed! type: %s spawn set count: %d tries: %d location requirement: %d\n
ZombieManager::StartFrame
ZombiePresentBoomer
ZombiePresentCharger
ZombiePresentHunter
ZombiePresentNormal
ZombiePresentSmoker
ZombiePresentTank
ZombiePresentWitch
ZombieSpawnInFog
ZombieSpawnRange
ZombieSpiky
ZombieTankHealth
ZombiesKilledWhileIncapacitated
Zoom
[%03d] Found: %s, firing (%s)\n
[%03d] Found: %s, firing\n
[%8.3f] hitch on %s:%s:%d:%d\n
[%8.3f] stall blend %.2f on %s:%s:%d:%d\n
[%8.3f] stall on %s:%s:%d:%d\n
[%8.3f] stalled %0.2f on %s:%s:%d:%d\n
[%s] Player %-2d: %s\n
[GS %s - %7.2f] %s
[INTROS] %d fully connected players matches %d exptected players. Unfreezing team.\n
[INTROS] Adding %s to fully connected userid's. New count: %d\n
[INTROS] It's the background map\n
[INTROS] Min start players is %d\n
[INTROS] Players already connected, we're restarting on the same map\n
[INTROS] Team %s\n
[INTROS] Time is up, unfreezing players\n
[INTROS] We've transitioned and this isn't the mission start map\n
[OLD VERSION] <tank|boomer|smoker|witch|hunter|spitter|jockey|charger|mob|common> <auto> <ragdoll> <area>.  Spawns the specified zombie(s) under your cursor, or out in the world/in the targetted nav area if auto or area is specified.
[SURVIVAL]: HORDE ATTACK!\n
[SURVIVAL]: Horde Stage interval: %f\n
[SURVIVAL]: Lull ended.
[SURVIVAL]: STAGE_MEGA_MOB\n
[SURVIVAL]: Special Spawn Interval: %f\n
[SURVIVAL]: Starting a lull. Next wave: %d\n
[SURVIVAL]: TANK ATTACK! Tanks this stage: %d (Stage %d)\n
[SURVIVAL]: Tank Stage interval: %f\n
[TAKEOVER]: %s (%d) is trying to take over %s\n
[TAKEOVER]: %s (%d) possessed %s\n
[TAKEOVER]: %s (%d) wants to take over character %s\n
[TAKEOVER]: %s is already posessed by %s (%d)\n
[TAKEOVER]: %s is already spectated by %s (%d)\n
[TAKEOVER]: %s is spectated by an invalid userid - clearing spectator id.\n
[TAKEOVER]: %s(%d) is looking for a bot to possess.\n
[TAKEOVER]: %s(%d) wants to be %s, who is currently a bot.\n
[TAKEOVER]: Creating placeholder bot %s for %s(%d)\n
[TAKEOVER]: Failed to find a suitable team for %s(%d).\n
[TAKEOVER]: Failed to find transition data for %s(%d).\n
[TAKEOVER]: Found transition data for %s(%d).\n
[TAKEOVER]: Joining new player %s(%d).\n
[TAKEOVER]: New player %s(%d) is joining team %d as character %s.\n
[TAKEOVER]: Restoring %s(%d) after transition.\n
[Zoo] Spawning `%s`...\n
[Zoo] `%s` spawned %d variations.\n
[Zoo] spawned a total of %d different infected.\n
[fffff.
\f0F9u
\f9D1
\f9D2
\f9D3
\f9D7
\f9D9
\f9L0
\f9L2
\f9L3
\f9L7
\f9L8
\f9T0
\f9T1
\f9T3
\f9T7
\f9T8
\f9T9
\f9t8
\f9t9
\fff.
\ffff.
\n ##### CMaterialReference::Init got error material for %s in tex group %s
\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n
\n------- SERVER SOUNDSCAPES -------\n
\n===============================================================================\n\n
\n====================================================================\n\n
\n====================================================\nPerforming Safe Entity Update\n
\nCurrent exclude list:\n
\nPrinting ALL checkpoint items (including non-scavenge):\n
\nPrinting Finale items:\n
\nPrinting placement info for %d active scavenge items\n
\nPrinting survivor items:\n
\nREPORTING ALL SCAVENGE ITEMS\n
\nTotal scavenge area = %f sq 100 yards\n
\nVSCRIPT: Scripting is disabled.\n
\nVisMon: Polling now. (Frequency: %f)\n
\n\t--- Response Query ---\nSearch criteria:\n
\nfffff.
\rfff.
\rt$F9
\t%s(%d), state %d\n
\t'%s' is not a known concept (adding it anyway)\n
\t58<N
\t9AX
\t9AXt)
\t9AXt+
\t9AXt-
\t9AXt0
\t9AXt1
\t9AXt8
\t9AXt:
\t9AXt=
\t9AXt>
\t9AXt@
\t9AXtA
\t9AXtB
\t9AXtD
\t9AXtM
\t9AXtN
\t9AXtP
\t9AXtX
\t9AXt]
\t9AXt^
\t9AXt`
\t9AXtc
\t9Ah
\t9H0t>
\t9N$t
\t9N(t
\t9QX
\t9QXt+
\t9QXtF
\t9QXtS
\t;AXx
\tHSCRIPT %s\n
\tPROCESSING RESPONSE RULE FROM .NUT :\nrulename is %s\n
\tPassenger Role:\t%s (%d seats)\n
\tUnknown resource type specified "%s", value "%s"\n
\t\t defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n
\t\t=====================\n
\t\tAttachment: %d\n
\t\tCommons = %d\n
\t\tCooldown = %.2f\n
\t\tEntries:\t%d\n
\t\tExits:\t%d\n
\t\tLimits = [ %d, %d ]\n
\t\tSpecials = %d\n
\t\tStageTimer = %.2f\n
\t\tStageType = %d\n
\t\tTimers = [ 
\t\tWave = %d\n
\t\t\tAnimation:\t%s\t(Priority %d)\n
\t\tcustom = %s\n
\tcall with no arguments to see this message and a list of current excludes.\n
\tfff.
\tffff.
\tseparate multiple concepts with spaces.\n
\tto reset the exclude list, type "rr_debugresponseconcept_exclude !"\n
\twBF1
\twDA1
\t{ Time = %.2f\n
\v9AX
\v9AXt#
\v9AXt$
\v9AXt'
\v9AXt0
\v9AXt3
\v9AXt4
\v9AXtC
\v9AXtD
\v9AXtE
\v9AXtS
\v9AXtT
\v9AXt[
\v9AXtc
\v9AXtd
\v9AXto
\v9AXt{
\v9O<th
]0tI
]\fHffffff.
]\fffff.
]ffff.
^fffff.
^ffffff.
_CLE
_DisableUpdateTarget
_EnableUpdateTarget
_ONL
_OnLogicBranchChanged
_OnLogicBranchRemoved
__AppendToScriptGroup
__CollectGameEventCallbacks
__DATA
__DumpScope
__EntityMakerResult
__ExecutePreSpawn
__ExecutePreSpawn 
__FinishSpawn
__KeyValueFromInt
__KeyValueFromString
__KeyValueFromVector
__LINKEDIT
__ReplaceClosures
__RunGameEventCallbacks
__TEXT
__UNKNOWN__
__bss
__common
__const
__cstring
__data
__dyld
__eh_frame
__gcc_except_tab__TEXT
__la_symbol_ptr
__mod_init_func
__nl_symbol_ptr
__particlesDepthWrite
__stub_helper
__symbol_stub
__text
__unwind_info
_cone
_female
_fff.
_ffff.
_firesmoke
_gamestats.dat
_inner_cone
_level_sounds.txt
_light
_male
_nav.txt
_plasma
_resetgamestats
_selected_
_title
`ffff.
a\v6C
aaaaaaaazzzzzzzz
abcdefghijklmnopqrrqponmlkjihgfedcba
abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
ability
abilityTimerDuration
abilityTimerTime
ability_charge
ability_leap
ability_lunge
ability_selfdestruct
ability_spit
ability_throw
ability_tongue
ability_use
ability_vomit
abort
acceleration
achieved
achievement
achievement_counts
achievement_debug
achievement_disable
achievement_earned
achievement_event
achievement_name
actionScale
action_progress_reset_interval
activateWhenAtRest
activator
activeWeapon
activity
activity_crouchidle
activity_crouchwalk
activity_deploy
activity_idle
activity_idlecalm
activity_idleinjured
activity_jump
activity_run
activity_runcalm
activity_runinjured
activity_shove
activity_walk
activity_walkcalm
activity_walkinjured
activitylist
add 0x%x: %s-%s (%d-%d) [%d in play, %d max]\n
addangaccel
additionaliterations
addlength
addon
addon_angles
addon_attachment
addon_offset
address
adrenaline
adrenaline_backpack_speedup
adrenaline_duration
adrenaline_health_buffer
adrenaline_revive_speedup
adrenaline_run_speed
adrenaline_used
adrenalinepresence
adult male human
aff.
affectsFlow
affffff.
after_finale
aggregation radius
ai_LOS_mode
ai_addon
ai_addon_basecombatweapon
ai_addon_thrownprojectile
ai_changehintgroup
ai_changetarget
ai_debug_los
ai_debug_ragdoll_magnets
ai_debug_shoot_positions
ai_debug_speech
ai_expression_frametime
ai_expression_optimization
ai_force_serverside_ragdoll
ai_hint
ai_network
ai_post_frame_navigation
ai_sequence_debug
ai_setupbones_debug
ai_shot_bias_max
ai_shot_bias_min
ai_show_hull_attacks
ai_sound
ai_talk_idle_enabled
ai_use_visibility_cache
air_density
air_density <value>\nCurrent air density is %.2f\n
airboat
airliner
ajarangles
alienbloodsplat
allangles
allow_all_bot_survivor_team
allow_all_bot_survivor_team 0\n
allow_all_bot_survivor_team 1\n
allow_boss_mix
allow_cola
allow_diesel
allow_overhead
allow_weapon_fire_to_use
allowghost
allowincap
allownewgibs
allowstatic
alpha_fade
alpha_fade_in_random
alpha_fade_out_random
alpha_random
alternateticksfix
altpath
always_fire_blocked_outputs
ambient
ambient_generic
ambient_music
ambush
ammo
ammo_adrenaline_max
ammo_ammo_pack_max
ammo_assaultrifle_max
ammo_autoshotgun_max
ammo_chainsaw_max
ammo_firstaid_max
ammo_grenadelauncher_max
ammo_huntingrifle_max
ammo_m60_max
ammo_minigun_max
ammo_molotov_max
ammo_pack
ammo_pack_use_duration
ammo_painpills_max
ammo_pickup
ammo_pile_weapon_cant_use_ammo
ammo_pipebomb_max
ammo_pistol_max
ammo_shotgun_max
ammo_smg_max
ammo_sniperrifle_max
ammo_turret_infected_damage
ammo_turret_max
ammo_turret_pz_damage
ammo_turret_survivor_damage
ammo_turret_tank_damage
ammo_turret_witch_damage
ammo_vomitjar_max
ammomod
amount
amount of money each player gets when they reset
amount of time players can chat after the game is over
amplitude
an info_changelevel doesn't have a map\n
an info_changelevel points to the current map\n
ang: (%f, %f, %f)\n
angle
angleOverride
angles
angles: %g %g %g
angularlimit
anim_3wayblend
anim_prefix
anim_showstate
anim_showstatelog
animate
animatedfriction
animation
any_
appid
area
area %d is blocked\n
area %d is unblocked by UnblockArea\n
area %d is unblocked\n
area%i
area: %d
armor
array
at console
attach1
attach2
attachment
attachpoint
attack
attacker
attackerentid
attackerisbot
attackername
audioparams_t
auto
auto_disable
autoaim_max_deflect
autoaim_max_dist
autoaim_viewing_client
autokick is disabled for %s\n
autokill
automate
autosave\n
autosavedangerous\n
autosavedangerousissafe\n
autoshotgun
autoswitchfrom
autoswitchto
autoteam
avatar
avatarinfo
avelocity
award
award_%d
award_earned
axis
bActive
bEOFLocked
bEOFUnlocked
bNeedsEntityIOFixup
bRunningEnterExit
bScheduleWasInterrupted
bVal
bWasRunningAnim
background
bag of sugar
banid %d %d;
banid %d %s;
bank
base
base name for the model from the models/infected directory to use for all infected if z_forcezombiemodel is set.
baseanimating
baseanimatingoverlay
baseball_bat
baseclass
baseentity
baseflex
baseplayer
basevelocity
bashed
basic_movement
batch particle systems
battlefield
bbox.maxs
bbox.mins
bcc_localdata
beam
beam_spotlight
become_vip
begin_scavenge_overtime
beveragetype
bffffff.
bias
bill
billard ball
binary
binary_array
binary_v1
binary_v2
bite
blackbox
blah
blast
blend
blendDeltaMultiplier
blockLOS
blockNum
blocked
blocker
blocking team %d
blocking team %s
blocklos
blocksize
blood_atomized
blood_bleedout
blood_impact_arterial_spray
blood_impact_boomer_01
blood_impact_headshot_01
blood_impact_hunter_01
blood_impact_infected_01
blood_impact_infected_01_shotgun
blood_impact_smoker_01
blood_impact_survivor_01
blood_impact_tank_01
blood_impact_witch_01
blood_incapacitated
blood_spray_clown
bloodimpact
bloodslash
bloodsplat
bloodspray
blunt
body
body_pitch
body_rightleft
body_yaw
bodyque
bombing.close_explos
bombing.close_jetsflyby
bone list
boneIndex
bone_followers
boogie
bool
bool_array
boolean
boom
boomer
boomer_claw
boomer_explode
boomer_exploded
boomer_exposed_time_tolerance
boomer_leaker_chance
boomer_near
boomer_pz_claw_dmg
boomer_vomit
boomer_vomit_delay
boomer_vomit_screeneffect
bot_crouch
bot_freeze
bot_interactions
bot_mimic
bot_mimic_yaw_offset
bot_player_replace
both
bottom
bottomtrack
bounding_box_max
bounding_box_min
bowling ball
boxmaxs
boxmins
branch_zoey
break
break_breakable
break_prop
breakable_count
breakable_disable_gib_limit
breakable_model
breakable_multiplayer
breakable_skin
breakmodel
breaksound
bride
brightness
brokenby
bucket
bucket_position
buddha
bug_swap
bugpause
bugunpause
bullet_ff_through_walls
bullet_impact
burn
burning_character
burning_character_screen
burning_gib_01
burst
busyactor
bvcdu(
by_boomer
c10m1
c10m1_caves
c10m2
c10m3
c10m4
c10m5
c10m5_houseboat
c11m1
c11m1_greenhouse
c11m2
c11m3
c11m4
c11m5
c11m5_runway
c12m1
c12m1_hilltop
c12m2
c12m3
c12m4
c12m5
c12m5_cornfield
c13m1
c13m1_alpinecreek
c13m2
c13m3
c13m4
c13m4_cutthroatcreek
c1m1
c1m1_hotel
c1m2
c1m3
c1m4
c1m4_atrium
c2m1
c2m1_highway
c2m2
c2m3
c2m4
c2m5
c2m5_concert
c3m1
c3m1_plankcountry
c3m2
c3m3
c3m4
c3m4_plantation
c4m1
c4m1_milltown_a
c4m2
c4m3
c4m4
c4m4_milltown_b
c4m5
c4m5_milltown_escape
c5m1
c5m1_waterfront
c5m2
c5m2_park
c5m3
c5m4
c5m5
c5m5_bridge
c6m1
c6m1_riverbank
c6m2
c6m3
c6m3_port
c7m1
c7m1_docks
c7m2
c7m3
c7m3_port
c8m1
c8m1_apartment
c8m2
c8m3
c8m4
c8m5
c8m5_rooftop
c9m1
c9m1_alleys
c9m2
c9m2_lots
cCffffff
cable/cable.vmt
cable/cable_lit.vmt
cable/chain.vmt
cable/rope.vmt
cable/rope_shadowdepth
caller
callvote
callvote %s <userID>\n
callvote %s Expert\n
callvote %s Hard\n
callvote %s Impossible\n
callvote %s Normal\n
callvote %s1\n
callvote %s\n
camera
camera_finale
camera_finale_loss
camera_finale_win
cameraname
cameraspace
campaign
campaignrandomnum
cancelselect
car_alarm_chirp_distance
car_alarm_chirp_duration
car_alarm_chirp_interval
car_alarm_distance
car_alarm_duration
carried_prop
cast_hull
cast_ray
causer
cc_norepeat
cc_showmissing
cd pause\n
cd play %3d\n
ceda
ceda_trailer_allinside_branch,SetValueTest,0,0,-1
cell: (%d, %d, %d)\n
celloffset: (%f, %f, %f)\n
cffffff.
cfg/cpu_level_%d_pc.ekv
cfg/cpu_level_%d_pc_ss.ekv
cfg/cpu_level_360.ekv
cfg/cpu_level_360_ss.ekv
cfg/gpu_level_%d_pc.ekv
cfg/gpu_level_360.ekv
cfg/gpu_mem_level_%d_pc.ekv
cfg/gpu_mem_level_360.ekv
cfg/mem_level_%d_pc.ekv
cfg/mem_level_360.ekv
ch_createairboat
ch_createjeep
chainsaw
chainsaw_attack_cone
chainsaw_attack_distance
chainsaw_attack_force
chainsaw_attract_distance
chainsaw_damage
chainsaw_debug
chainsaw_hit_interval
chainsaw_startup_fadeout_time
chainsaws
chainstodoor
chair_charged
change chapter now vote - changing to %s\n
change mission now vote - changing to %s (%s)\n
changelevel
changelevel %s\n
changelevel2
changelevel_inhibit
changelevel_pause_interval
changeteam
channel
chapter
chapters
chaptertitle
character
charger
charger_carry_end
charger_carry_kill
charger_carry_start
charger_charge_end
charger_charge_start
charger_claw
charger_impact
charger_killed
charger_pummel_end
charger_pummel_start
charger_pz_claw_dmg
charger_wall_impact
chargerpound
charging
cheapwaterenddistance
cheapwaterstartdistance
checkpoint
checkpoint_0
checkpoint_2
checkpoint_entrance
checkpoint_exit
cheetah
chest
chest_rightleft
chet_debug_idle
child
children
chin_raiser
choke
choke_end
choke_start
choke_stopped
choose_closedoor
choose_drag
choose_lockdoor
choose_opendoor
choose_revive
choose_unlockdoor
christmas_gift_grab
cigarette_smoke
cl_autoaim
cl_autohelp
cl_cmdrate
cl_consistencycheck
cl_drawhud 0
cl_ideal_spec_mode
cl_ideal_spec_mode %d
cl_inputmode
cl_interp
cl_interp_ratio
cl_interpolate
cl_lagcompensation
cl_predict
cl_predictweapons
cl_simdbones
cl_soundscape_flush\n
cl_team
cl_updaterate
cl_use_simd_bones
classType
class_ct
class_ter
classname
classname %s used to create wrong class type\n
classname missing from entity!\n
claw
claw_force
claw_range
claw_range_down
claw_swing_duration
claw_swing_interval
claw_swing_miss_interval
clear ik targets
clear_attribute
clear_debug_overlays
cleared_wanderer_respawn_chance
clears debug overlays
client
client_path
climb_up_from_stairs
clip2_size
clip_3D_skybox_near_to_world_far
clip_3D_skybox_near_to_world_far_offset
clip_size
close
closecaption
closed
closesound
clown
cm_AggressiveSpecials
cm_AllowPillConversion
cm_AllowSurvivorRescue
cm_AutoReviveFromSpecialIncap
cm_AutoSpawnInfectedGhosts
cm_BaseCommonAttackDamage
cm_BaseSpecialLimit
cm_CommonLimit
cm_FirstManOut
cm_HeadshotOnly
cm_HealingGnome
cm_InfiniteFuel
cm_MaxSpecials
cm_NoSurvivorBots
cm_ProhibitBosses
cm_ShouldEscortHumanPlayers
cm_ShouldHurry
cm_SingleScavengeCluster
cm_SpecialRespawnInterval
cm_SpecialSlotCountdownTime
cm_SpecialsRetreatToCover
cm_TankLimit
cm_TankRun
cm_TempHealthOnly
cm_VIPTarget
cm_WanderingZombieDensityModifier
cm_WitchLimit
coach
cola_bottles
cola_bottles_use_duration
cola_bottles_use_range
cola_bottles_use_tolerance
coldstream3_coldstream4
coldworld
collect_entity_model_name
collision_shake_amp
collision_shake_freq
collision_shake_time
collision_test
collisionrules
collisions
color
color2
color: %d %d %d %d
colorPrimary
colorPrimaryLerpTo
colorSecondary
colorSecondaryLerpTo
color_array
color_correction
color_correction_volume
color_fade
color_random
colormax
colormin
commandline hook to run a nav_analyze and then quit.
commentary
commentary_auto
commentary_available
commentary_cvarsnotchanging
commentary_cvarsnotchanging\n
commentary_dummy
commentary_finishnode
commentary_semaphore
commentary_zombie_spawner
commentaryfile
commentaryfile_nohdr
common
common dps  = %.2f\n
common_
common_dps_spew
common_dps_window
common_male01
common_police_male01
commons
concept
connection_to_overlapping_area
connections
constant
constraints
constraintsystem
context
contextsubject
control point to disable rendering if it is the camera
control point to only enable rendering if it is the camera
controlpanel%d_ll
controlpanel%d_ur
controlpoint_light
convar
coop
corner_depressor
corner_to_corner
count
counter
coverme
cpoint1
cpoint10
cpoint11
cpoint12
cpoint13
cpoint14
cpoint15
cpoint16
cpoint17
cpoint18
cpoint19
cpoint1_parent
cpoint2
cpoint20
cpoint21
cpoint22
cpoint23
cpoint24
cpoint25
cpoint26
cpoint27
cpoint28
cpoint29
cpoint2_parent
cpoint3
cpoint30
cpoint31
cpoint32
cpoint33
cpoint34
cpoint35
cpoint36
cpoint37
cpoint38
cpoint39
cpoint3_parent
cpoint4
cpoint40
cpoint41
cpoint42
cpoint43
cpoint44
cpoint45
cpoint46
cpoint47
cpoint48
cpoint49
cpoint4_parent
cpoint5
cpoint50
cpoint51
cpoint52
cpoint53
cpoint54
cpoint55
cpoint56
cpoint57
cpoint58
cpoint59
cpoint5_parent
cpoint6
cpoint60
cpoint61
cpoint62
cpoint63
cpoint6_parent
cpoint7
cpoint7_parent
cpoint8
cpoint9
crashSounds
crashsound
crate
crawler
create from parent particles
create ik context
create_flare
create_flashlight
create_panic_event
credits
credits.txt
creditsMsg
cricket_bat
criteria
criteria is an array of %d\n
criterion doesn't have a 'bottom' field, rejecting\n
criterion doesn't have a 'key' field, rejecting\n
criterion doesn't have a 'top' field, rejecting\n
criterion has a 'bottom' field that's a string and a 'top' field that's a %s, this is meaningless\n
criterion has a 'func' field with inappropriate type %s, rejecting.\n
criterion specified invalid key of type %s\n
criterion specifies a 'bottom' of %s and a 'top' of %s; string range queries are not supported\n
crossbar
crouch
crouch_aim_
crouch_shoot_
crowbar
cs_ShowStateTransitions
cs_ShowStateTransitions <ent index or -1 for all>. Show player state transitions.
cs_assault
cs_compound
cs_gamerules
cs_gamerules_data
cs_havana
cs_italy
cs_make_vip
cs_militia
cs_office
cs_player_manager
cs_ragdoll
cs_team_manager
csblood
cslocaldata
csnonlocaldata
cspinup
cstring
cull_control_point
cull_cost
cull_radius
cull_replacement_definition
cur_val
current
current speed (goal): %g (%g)
current value: %f
currentMagazine
currentReviveCount
current_flow_distance
customkill
cycle
cycle rate for main sequence when firing miniguns
cycler at %.0f %.0f %0.f missing modelname\n
cycler_flex
cycler_flex used on model %s without enough flexes.\n
cycletype
d1_canals_0
d1_canals_06
d1_canals_07
d1_canals_08
d1_canals_09
d1_canals_1
d1_eli_
d1_town_
d1_trainstation_
d1_trainstation_05
d1_trainstation_06
d2_coast_
d2_coast_09
d2_coast_1
d2_prison_
d2_prison_01
d2_prison_06
d2_prison_07
d2_prison_08
d3_breen_
d3_breen_01
d3_c17_
d3_c17_01
d3_c17_09
d3_c17_1
d3_citadel_
d3_citadel_03
d3_citadel_04
d3_citadel_05
d7NSuLq2
damage
damage%d
damage_flags
damage_me
damage_table
damage_type
damagebits
damagecap
damagefilter
damageforce
damagemodel
damagescale
damagetoenablemotion
damagetype
dampFactor
damping
dance
data
dataoffset
dataval
daylightsavings
dayofweek
dayofyear
dbghist_addline
dbghist_dump
de_aztec
de_cbble
de_chateau
de_dust
de_dust2
de_inferno
de_nuke
de_piranesi
de_port
de_prodigy
de_tides
de_train
dead PZs will become ghosts when they are this close to being able to spawn
deadCount
dead_survivor_visible
deadflag
deadmodel
deadplayer
death
deathEvent
deaths
debris
debug - disable trace query cache
debug/debugempty
debug/particleerror
debug_
debug_l4dverbose
debug_materialmodifycontrol
debug_overlay_fullposition
debug_physimpact
debug_touchlinks
debug_visibility_monitor
debugtext
decal
decalfrequency
decalname
decapitate
decapitates
deceleration
default
default_clip
default_clip2
defaults
defaultstyle
defibrillator
defibrillator_begin
defibrillator_interrupted
defibrillator_return_to_life_time
defibrillator_use_duration
defibrillator_used
defibrillator_used_fail
delay
delta ang (dot)    : %.2f (%f)
demorestart
density
dependency_file
depletioncount
desiredTimescale
detailmaterial
developer
developer 0
developer 1\n
developer 2\n
developeronly
devshots_nextmap
devshots_screenshot "%s"
dfffff.
dffffff.
difficulty
difficulty_changed
dirPrimary
direction
directionentityname
director_adrenaline_density
director_afk_timeout
director_ai_tanks
director_allow_infected_bots
director_always_allow_wanderers
director_ammo_density
director_base
director_begin_script
director_build_up_min_interval
director_clear_count
director_clear_timeout
director_configurable_weapon_spawn_density
director_convert_pills
director_convert_pills_critical_health
director_convert_pills_to_defib_health
director_cs_weapon_spawn_chance
director_custom_finale_tank_spacing
director_debug
director_debug_revisit
director_debug_scavenge_items
director_debug_threat_placement
director_defibrillator_density
director_end_script
director_finale_item_cluster_count
director_finale_panic_waves
director_finale_stage_delay
director_force_background
director_force_panic_event
director_force_scripted_panic_event
director_force_tank
director_force_versus_start
director_force_witch
director_gas_can_density
director_gauntlet
director_gauntlet_movement_bonus
director_gauntlet_movement_bonus_max
director_gauntlet_movement_threshold
director_gauntlet_movement_timer_length
director_gauntlet_tank_kite_distance
director_ingress_range
director_intensity_relax_allow_wanderers_threshold
director_intensity_relax_allow_wanderers_threshold_expert
director_intensity_relax_allow_wanderers_threshold_hard
director_intensity_relax_threshold
director_intensity_threshold
director_item_cluster_range
director_item_placement_method
director_item_placement_spew
director_log_scavenge_items
director_magnum_spawn_density
director_max_threat_areas
director_melee_weapon_density
director_min_start_players
director_molotov_density
director_music_dynamic_mob_size
director_music_dynamic_mobstop_size
director_music_dynamic_scanmobstop_size
director_must_create_all_scavenge_items
director_no_bosses
director_no_death_check
director_no_death_check 1\ndirector_stop\nnb_delete_all\n
director_no_mobs
director_no_specials
director_no_survivor_bots
director_num_reserved_wanderers
director_output_population_visit
director_oxygen_tank_density
director_pain_pill_density
director_panic_forever
director_panic_wave_pause_max
director_panic_wave_pause_min
director_per_map_weapon_upgrade_chance
director_pipe_bomb_density
director_pistol_density
director_print_player_counts
director_propane_tank_density
director_ready_duration
director_ready_radius
director_relax_max_flow_travel
director_relax_max_interval
director_relax_min_interval
director_report
director_report_scavenge_items
director_report_screen_delay
director_scavenge_item_override
director_short_finale
director_solve_item_density
director_special_battlefield_respawn_interval
director_special_finale_offer_length
director_special_initial_spawn_delay_max
director_special_initial_spawn_delay_max_extra
director_special_initial_spawn_delay_min
director_special_original_offer_length
director_special_respawn_interval
director_spectate_specials
director_start
director_stop
director_stop\nnb_delete_all\n
director_super_weapon_density
director_survival_setup_time
director_survivor_movement_window
director_sustain_peak_max_time
director_sustain_peak_min_time
director_tank_bypass_max_flow_travel
director_tank_checkpoint_interval
director_tank_force_offer
director_tank_lottery_entry_time
director_tank_lottery_selection_time
director_tank_max_interval
director_tank_min_interval
director_tank_offer_debug
director_test_loop
director_test_loop_restarts_before_rotate
director_test_loop_rotate_maps
director_test_loop_time
director_threat_clear_radius
director_threat_max_separation
director_threat_min_separation
director_threat_radius
director_transition_timeout
director_unfreeze_time
director_upgradepack_density
director_vomitjar_density
director_vs_convert_pills
director_weapon_cluster_range
directory
directorysize
disableX360
disable_dynamic_prop_loading
disableallshadows
disablereceiveshadows
disableshadows
disconnect
dismember
dismount
dispcoll_drawplane
displaysoundlist
displaytext
disposition
dissolvetype
dist_from_issuer
dist_from_subject
distance
distance_check_subtitle
distancetoactor:%d,actorvisible:%d,%s
dmg.bullets
dmg.club
dmg.explosive
dmg.fire
dmg_armor
dmg_health
door
door_close
door_moving
door_open
door_options
door_unlocked
dooridx
doorname
double_shot
double_shot_npc
drag_begin
drag_end
draw through leafsystem
drawcross
drawline
dsp_speaker
dual
dual_pistols
ducked
duckedFlag
ducking
dump_avatar_info
dump_entity_sizes
dump_globals
dump_pz_data
dump_server_demo
dump_sever_demo <filename>
dumpentityfactories
dumpeventqueue
dumpgamestringtable
duration
dynamic_prop
eVal
easy
edictindex
ee_door
effect
effect_name
effects
effects/bubble.vmt
effects/ember_swirling001
effects/flashlight001
effects/fleck_ash1
effects/fleck_ash2
effects/fleck_ash3
effects/introblur
effects/stun
efffff.
ehandle
electric_guitar
element
element_array
elementid
elems
elephant
elevator_movedelay
ellis
emitters
emittime
empty
empty SpeakResponse input from %s to %s\n
ems%c%s
enable
enabled
enableshadows
enableshadowsfromlocallights
encoding %s %d format %s %d\n
end  : (%.2f,%.2f,%.2f)
end %f %f %f
endLerpTo
endcolor
enddir
endloop
endround
endsize
endtime
endwidth
enemydown
enemyspot
engine/preloadtexture
engine2_start
engine2_stop
engine_on
enginesound
english
ent_absbox
ent_attachments
ent_autoaim
ent_bbox
ent_call
ent_call <funcname> <option:entname> calls function on current look target or filtername, checks on ent, then root, then mode, then map scope
ent_cancelpendingentfires
ent_count
ent_create
ent_debugkeys
ent_dump
ent_dump: no such entity
ent_fire
ent_info
ent_keyvalue
ent_messages
ent_messages_draw
ent_name
ent_orient
ent_pause
ent_pivot
ent_rbox
ent_remove
ent_remove_all
ent_rotate
ent_script_dump
ent_script_dump: Entity %s has no script scope!\n
ent_setang
ent_setang no entity %d\n
ent_setname
ent_setpos
ent_setpos no entity %d\n
ent_show_contexts
ent_show_response_criteria
ent_steadystate_batchsize
ent_steadystate_cooldown
ent_steadystate_delay
ent_steadystate_enable
ent_steadystate_interval
ent_step
ent_teleport
ent_text
ent_text_allow_script
ent_viewoffset
entered_spit
enthit
entindex
entindex_attacker
entindex_inflictor
entindex_killed
entireteam
entity
entity %d(%s) at %f %f %f\n
entity %s at %s has physics attachment to more than one entity with the name %s!!!\n
entity_blocker
entity_killed
entity_rotate_incremental %s %f %f %f %f %f %f
entity_set_keyvalue %s %f %f %f "%s" "%s"
entity_shoved
entity_visible
entityflame
entityid
entityname
entitytable_t
entry
entryboxes
env_airstrike_indoors
env_airstrike_outdoors
env_beam
env_beam: unknown entity "%s"\n
env_beams cannot have the end entity be the beam itself\nunless the start entity is also the beam itself!\n
env_beverage
env_blood
env_bubbles
env_credits
env_debughistory
env_detail_controller
env_dof_controller
env_dustpuff
env_dusttrail
env_effectscript
env_embers
env_entity_dissolver
env_entity_igniter
env_entity_maker
env_entity_maker %s failed to find template %s.\n
env_entity_maker %s has no template entity!\n
env_explosion
env_fade
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_fire_trail
env_firesensor
env_firesource
env_fog_controller
env_funnel
env_global
env_glow
env_gunfire
env_hudhint
env_instructor_hint
env_laser
env_lightglow
env_lightglow maxdist too large (%d should be %d).\n
env_lightglow outermaxdist too large (%d should be %d).\n
env_message
env_microphone
env_movieexplosion
env_muzzleflash
env_outtro_stats
env_particle_performance_monitor
env_particle_trail
env_particlefire
env_particlelight
env_particlescript
env_particlesmokegrenade
env_physexplosion
env_physics_blocker
env_physimpact
env_physwire
env_player_blocker
env_player_surface_trigger
env_portal_path_track
env_projectedtexture
env_quadraticbeam
env_ragdoll_boogie
env_rock_launcher
env_rockettrail
env_rotorshooter
env_screeneffect
env_screenoverlay
env_screenoverlay %s has no overlays to display.\n
env_shake
env_shake %s with "Don't shake view" spawnflag set without "Shake physics" or "Shake ropes" spawnflags set.
env_shooter
env_smokestack
env_smoketrail
env_soundscape
env_soundscape_proxy
env_soundscape_proxy can't find target soundscape: '%s'\n
env_soundscape_triggerable
env_spark
env_splash
env_sporeexplosion
env_sporetrail
env_sprite
env_sprite at setpos %0.0f %0.0f %0.0f has invalid glow size %f - clamping to %f\n
env_sprite_oriented
env_spritetrail
env_steam
env_steamjet
env_sun
env_texturetoggle
env_tilt
env_tonemap_controller
env_tonemap_controller_ghost
env_tonemap_controller_infected
env_tracer
env_tracer: unknown entity "%s"\n
env_viewpunch
env_weaponfire
env_weaponfire %s has unknown weapon type %d\n
env_wind
env_zoom
ep1_c17_00
ep1_c17_00a
ep1_c17_01
ep1_c17_02
ep1_c17_02b
ep1_c17_05
ep1_c17_06
ep1_citadel_00
ep1_citadel_01
ep1_citadel_02
ep1_citadel_02b
ep1_citadel_03
ep1_citadel_04
ep2_outland_01
ep2_outland_01a
ep2_outland_02
ep2_outland_03
ep2_outland_04
ep2_outland_05
ep2_outland_06
ep2_outland_06a
ep2_outland_07
ep2_outland_08
ep2_outland_09
ep2_outland_10
ep2_outland_10a
ep2_outland_11
ep2_outland_11a
ep2_outland_12
ep2_outland_12a
episodic
error
error in transition graph: %s to %s\n
error.mdl
escape_route
eventName
event_name
event_queue_saveload_proxy
excludednpc
excludeweapons
exclusive
exec "%s.cfg" */maps\n
exec %s\n
exec game.cfg\n
exec skill%d.cfg\n
exit
expdamage
explain_bodyshots_reduced
explain_item_glows_disabled
explain_need_gnome_to_continue
explain_rescue_disabled
explain_survivor_glows_disabled
explain_witch_instant_kill
explode
explode_3
explode_fire
explode_ice
exploded
explodemagnitude
explodevector
explosion
explosion_buildup
explosion_delay
explosion_type
explosive_ammo
explosive_damage
explosive_resist
exponent
expradius
expression
expressions/%s.vfe
extent
extraAmmo
eyes
f@21CMultiPlayerAnimState
fTaskStatus
face
faceposer
facing: %s
fade
fade a player's screen to black when he dies
fadeDuration
fadeInDuration
fadeOutDuration
fade_crosshair
fade_immediately
fadein
fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeinsecs
fademaxdist
fademindist
fadeout
fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.
fadeoutsecs
fadescale
fadetime
fadetoblackstrength
failed
failed (+exclude rule)
failed to find a nav area
failed to load
fall_%d%c
fall_speed_fatal
fall_speed_safe
fallback
fallback max count
fallback replacement definition
fallen
false
fanfriction
farz
fastreload
fatal_vomit
faulty context k:v pair in entity io %s\n
ff scale for grenade launcher damage to other players
ffF@
fff.
fff?
fff?fff?
ffff.
fffff.
ffffff
ffffff.
fidget_max_interval
fidget_min_interval
fieldName
file
filename
filter_activator_class
filter_activator_context
filter_activator_infected_class
filter_activator_mass_greater
filter_activator_model
filter_activator_name
filter_activator_team
filter_base
filter_damage_type
filter_enemy
filter_health
filter_max_per_enemy
filter_melee_damage
filter_multi
filter_multi: Tried to add entity (%s) which is not a filter entity!\n
filter_outer_radius
filter_radius
filterclass
filterinfectedclass
filtermass
filtername
filterteam
final visible sample
final_reportscreen
finale
finale_decon_trigger
finale_escape_start
finale_radio_start
finale_start
finale_trigger
finale_vehicle_incoming
finale_vehicle_leaving
finale_vehicle_ready
finale_win
find_by_modelname
find_by_targetname
find_ent
find_ent_index
finish
fire
fire a response concept directly at a given character.\nUSAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."\ncriteria values are optional.\ntarget may also be 'any', 'all', etc.
fire_absorbrate
fire_ammo
fire_cracker_blast
fire_dmgbase
fire_dmginterval
fire_dmgscale
fire_extabsorb
fire_extscale
fire_growthrate
fire_heatscale
fire_incomingheatscale
fire_interactions
fire_maxabsorb
fireattack
fireaxe
fireballsprite
firedamage
fireradius
firesize
firetarget
firetrigger
firetype
firework_crate_explosion_01
firework_crate_ground_effect
fireworkcrate
fireworks
first
first_aid_heal_percent
first_aid_kit
first_aid_kit_max_heal
first_aid_kit_use_duration
firsthalf
fish
fish_count
fish_dormant
fixed_constraint\t%p\t%p\t%s
flEnterExitDuration
flEnterExitStartTime
flFOV
flMaxSpeed
flMinDeltaSpeed
flMinSpeed
flSpeedApproachFactor
flVal
flags
flammable
flashbang
flashlight
flesh
flex_expression
flex_talk
flexanimation
flexsetting_t
flexsettinghdr_t
flexsettingindex
flexweight_t
float
float( %f )
float64
float_array
floating_or_interpenetrating_areas
flow distance: %.0f
flower
fluid
flwaitSentence
flwaitSound
fog controller %s has start: %.0f end: %.0f density: %.0f fog Z: %.0f\n
fog_volume
fogblend
fogcolor
fogcolor2
fogdir
fogenable
fogend
foglerptime
fogmaxdensity
fogparams_t
fogplayerparams_t
fogstart
follow entity
follow_attachment
follow_customorigin
follow_eyes
follow_origin
followme
followup
forbidden_target
force
force_dir
force_disablex360
forceclosed
forcelimit
forces
forcetime
forcetoenablemotion
forward
foundry_engine_get_mouse_control
foundry_engine_release_mouse_control
foundry_select_entity
foundry_sync_hammer_view
foundry_update_entity
fov_desired
fov_rate
fraction
fragility
fraglimit
frame
frame count
framerate
framestart
francis
freeze simulation after time
frequency
friction
friendly_fire
from
frying_pan
fuel
fuel_barrel_damage_amount
fuel_barrel_damage_radius
fuel_barrel_debug
fuel_barrel_flame_instances
fuel_barrel_health
fuel_barrel_screen_shake_amplitude
fuel_barrel_screen_shake_duration
fuel_barrel_screen_shake_frequency
fuel_barrel_screen_shake_radius
full_round
fullpull
fullscreen_scavenge_scoreboard
fullscreen_survival_scoreboard
fullscreen_vs_results
fullscreen_vs_scoreboard
fumes
funCBaseFlex
func
func_
func_*
func_areaportal
func_areaportalwindow
func_block_charge
func_bomb_target
func_break_max_pieces
func_break_reduction_factor
func_breakable
func_breakable with invalid propdata %d.\n
func_breakable_surf
func_breakdmg_bullet
func_breakdmg_club
func_breakdmg_explosive
func_brush
func_button
func_button*
func_button_timed
func_buyzone
func_clip_vphysics
func_conveyor
func_detail_blocker
func_door
func_door*
func_door_rotating
func_dustcloud
func_dustmotes
func_elevator
func_escapezone
func_extinguisher
func_fish_pool
func_guntarget
func_hostage_rescue
func_illusionary
func_instance
func_ladderendpoint
func_ladderendpoint(%s) without matching target\n
func_lod
func_movelinear
func_nav_attribute_region
func_nav_avoidance_obstacle
func_nav_blocker
func_nav_connection_blocker
func_occluder
func_orator
func_physbox
func_physbox_multiplayer
func_plat
func_platrot
func_playerghostinfected_clip
func_playerinfected_clip
func_precipitation
func_precipitation_blocker
func_proprrespawnzone
func_pushable
func_ragdoll_fader
func_reflective_glass
func_rot_button
func_rotating
func_simpleladder
func_smokevolume
func_tanktrain
func_timescale
func_track_train must be on a path of path_track\n
func_trackautochange
func_trackchange
func_tracktrain
func_train
func_traincontrols
func_useableladder
func_vehicleclip
func_vip_safetyzone
func_wall
func_wall_toggle
func_water
func_water_analog
func_weight_button
functionName
fxtime
g:l4d2,
g;H>o
g_EdictTouchLinks
g_EntListMemPool
g_EntityGroundLinks
g_EntityListPool
g_Language
g_NameMap:  Event type at %i has wrong value (%i)!
g_cv_phys2_freeze_ragdolls
g_debug_constraint_sounds
g_debug_doors
g_debug_npc_vehicle_roles
g_debug_physcannon
g_debug_ragdoll_removal
g_debug_transitions
g_debug_vehiclebase
g_debug_vehicleexit
g_debug_vehiclesound
g_pGameRules->CreateStandardEntities()
g_pGameRules->Precache
g_pGameSaveRestoreBlockSet
g_pParticleSystemMgr->Init
g_ragdoll_max_fps
g_ragdoll_min_fps
g_rr
game time per map in minutes
game_
game_end
game_gib_manager
game_init
game_interactions
game_material_decals
game_player_equip
game_player_manager
game_player_team
game_playerdie
game_playerkill
game_playerleave
game_ragdoll_manager
game_scavenge_progress_display
game_score
game_shadowcontrol_params_t
game_sounds_music.txt
game_team_master
game_text
game_ui
game_weapon_manager
game_zone_player
gameeventmanager->LoadEventsFromFile
gamematerial
gamemode
gamemonkey
gamestats
gamestats.dat
gamestats.log
gametitle
gas_can_forced_drop
gas_can_use_duration
gascan
gascan_pour_blocked
gascan_pour_completed
gascan_pour_interrupted
gascan_spit_time
gascan_throw_force
gascan_use_range
gascan_use_tolerance
gassound
gauntlet_finale_start
gear
gearLimit
gear_limit
gearratio
gender
generic
generic user defined event fired from a squirrel script
gesture
gesture_rightleft
gesture_updown
getinpos
getout
getting sound duration for %s took %f milliseconds\n
getting wav duration for %s\n
gfff
gffff.
gffffff.
ghost
ghost_spawn_time
ghosts will be placed this far ahead of survivors when they cross the line of scrimmage
gibangles
gibanglevelocity
gibdir
gibgravityscale
gibmodel
gibshooter
give
give_survivor
give_tank
givecurrentammo
giver
glass
global %s
global_set
global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
globalentity_t
globalname
globalstate
glow
glowbackfacemult
glowcolor
glowrange
glowrangemin
glowstate
gnome
go_away_from_keyboard
god 1
golden_crowbar_pickup
golf ball
golfclub
grainstrength
gravity
grenade
grenade_bounce
grenade_launcher
grenade_launcher_projectile
grenadelauncher_damage
grenadelauncher_ff_scale
grenadelauncher_ff_scale_self
grenadelauncher_force_kill
grenadelauncher_radius_kill
grenadelauncher_radius_stumble
grenadelauncher_show_radius
grenadelauncher_startpos_forward
grenadelauncher_startpos_right
grenadelauncher_startpos_up
grenadelauncher_vel_up
grenadelauncher_vel_variance
grenadelauncher_velocity
groundlist
group
group id
guilty
gunshot
gunshotsplash
gustdirchange
gustduration
hEntity
hFollower
hack_elevator_z_offset
halfhealth
hammer_update_entity
hammer_update_safe_entities
hammer_updateignorelist
hammerid
handle_dummy
handle_test
hard
hardware
hardware%d
hasSaidScenarioJoin
hasUsedFlashlight
hasdifficulty
hash
head
head_forwardback
head_pitch
head_rightleft
head_tilt
head_updown
head_yaw
headshot
heal_begin
heal_end
heal_interrupted
heal_success
healing
health
health: %d / %d
healthBuffer
health_restored
healthfrac
healthmax
healthmin
heatlevel
heattime
hegrenade
hegrenade_detonate
height
helping_hand_debug
hffffff.
hgrunt;scientist
hinge_constraint\t%p\t%p\t%f\t%f\t%f\t%f\t%f\t%f
hingeaxis
hingefriction
hint_allow_nodraw_target
hint_alphaoption
hint_auto_start
hint_binding
hint_caption
hint_color
hint_display_limit
hint_entindex
hint_flags
hint_forcecaption
hint_icon_offscreen
hint_icon_offset
hint_icon_onscreen
hint_instance_type
hint_name
hint_nooffscreen
hint_pulseoption
hint_range
hint_replace_key
hint_shakeoption
hint_static
hint_suppress_rest
hint_target
hint_timeout
hintlimiting
hit geometry
hit_safe_room
hitboxset
hitgroup
hl2_episodic
hltv_cameraman
hltv_chase
hltv_chat
hltv_fixed
hltv_message
hltv_rank_camera
hltv_rank_entity
hltv_status
holdpos
holdtime
holiday_gift
holster
horiz_vel
hospital_patient
host.txt
host_thread_mode
host_timescale 1\n
host_timescale 2.5\n
host_validate_session
hostfile
hostip
hostname
hostname_changed
hostport
hour
how long from when the C4 is armed until it blows
how many seconds to keep players frozen when the round starts
hscript
hulk
hulkonly
human
hunter
hunter_claw
hunter_committed_attack_range
hunter_headshot
hunter_leap_away_give_up_range
hunter_pounce_air_speed
hunter_pounce_loft_rate
hunter_pounce_max_loft_angle
hunter_pounce_ready_range
hunter_punched
hunter_pz_claw_dmg
hunteruserid
hunting_rifle
hurtme
iCollide
iCurTask
iLockedSentence
iMagnitude
iMapDataLength
iRadiusOverride
iTemplateIndex
iUnlockedSentence
iVal
i]Wb
idealName
idle
if a survivor gets this close to an active info_survivor_rescue, it will be triggered
if player velocity is lower than this, he is 'still'
if player's view is accelerating less than this, his view is 'still'
iffff.
ignite
ignitionpoint
ignore
ignore_visibility
ignoredClass
ignoredEntity
ignoredebris
ignoremsg
ignorerad
impact_armor
impact_explosive_ammo_large
impact_explosive_ammo_small
impact_explosive_ammo_world
impact_incendiary_generic
impact_physics_dust
impact_physics_sparks
impact_ricochet
impale
impale_forward
impossible
in-game
incap
incapacitated
incendiary_ammo
incendiary_ammo_burn_time
index
indexindex
inertiaScale
inertiafactor
inertiascale
ineye
infected
infected/common
infected/witch
infected_death
infected_decapitated
infected_explosive_barrel_kill
infected_hurt
infected_id
inferno
inferno_acid_spawn_angle
inferno_child_spawn_interval_multiplier
inferno_child_spawn_max_depth
inferno_damage
inferno_debug
inferno_flame_lifetime
inferno_flame_spacing
inferno_forward_reduction_factor
inferno_friendly_fire_duration
inferno_initial_spawn_interval
inferno_max_child_spawn_interval
inferno_max_flames
inferno_max_range
inferno_max_trace_per_tick
inferno_per_flame_spawn_duration
inferno_scorch_decals
inferno_spawn_angle
inferno_surface_offset
inferno_velocity_decay_factor
inferno_velocity_factor
inferno_velocity_normal_factor
influence
influence_cone
info
info_ambient_mob_end
info_ambient_mob_start
info_bomb_target
info_changelevel
info_changelevel to %s doesn't have a landmark\n
info_changelevel to map %s has a landmark embedded in solid!\nThis will break level transitions!\n
info_constraint_anchor
info_director
info_elevator_floor
info_game_event_proxy
info_gamemode
info_goal_infected_chase
info_hang_lighting
info_infected_zoo_maker
info_infected_zoo_puppet
info_intermission
info_item_position
info_l4d1_survivor_spawn
info_ladder
info_ladder_dismount
info_landmark
info_map_parameters
info_map_parameters_versus
info_mass_center
info_node
info_node_hint
info_null
info_overlay_accessor
info_particle_system
info_particle_system (%s) has no particle system name specified!\n
info_particle_target
info_player_coop
info_player_counterterrorist
info_player_deathmatch
info_player_logo
info_player_start
info_player_teamspawn
info_player_teamspawn with invalid team number: %d\n
info_player_terrorist
info_projecteddecal
info_remarkable
info_remarkables more distant than this from a player will not even be tested to see if a rule matches them.
info_survivor_position
info_survivor_rescue
info_survivor_rescue at %s %s!\n
info_survivor_rescue ents will be considered if they are no more than this far ahead in flow distance from the leading survivor
info_survivor_rescue ents will be considered if they are this close to the leading survivor
info_target
info_target_instructor_hint
info_teleport_destination
info_transitioning_player
info_vehicle_groundspawn
info_vehicle_groundspawn with invalid team number: %d\n
info_view_parameters
info_window
info_zombie_border
info_zombie_spawn
infodecal
initial_particles
initializers
initialstate
injuries
inmax
inmin
inner_radius
inposition
input
input: (%s) -> (%s,%s), from (%s)\n
input: (%s,%d) -> (%s,%s), from (%s)\n
input: (%s,%s) -> (%s,%s), from (%s)\n
insect_swarm
instanced_scripted_scene
instructor_server_hint_create
instructor_server_hint_stop
int( %d = 0x%X )
int_array
integer
intensity_averaged_following_decay
intensity_decay_time
intensity_enemy_death_far_range
intensity_enemy_death_near_range
intensity_factor
intensity_lock
interp effect active
interp_time
interrupt
interval between music status/action update
intro
introactor
invalid
invert_exclusion
invnext
invprev
is NOT frozen
is frozen
is in a nav area with a negative flow
is_console
is_pc
isbot
isdebris
islunging
iszCrashSound
iszMapData
iszSound
iszStateSounds
iszVal
it_fp
item
item%d
itemCount
item_*
item_ammo_ar2
item_ammo_ar2_large
item_ammo_pistol
item_ammo_pistol_large
item_ammo_smg1
item_ammo_smg1_large
item_battery
item_box_buckshot
item_box_flare_rounds
item_box_sniper_rounds
item_defibrillator_body
item_defibrillator_paddle
item_defuser
item_dynamic_resupply
item_flags
item_flare_round
item_healthkit
item_healthvial
item_pickup
item_rpg_round
item_sodacan
item_suit
jaw_clencher
jaw_drop
jeep
jimmy
jklmnopqrstuvwxyzyxwvutsrqponmlkj
jockey
jockey_claw
jockey_headshot
jockey_killed
jockey_pounce_air_speed
jockey_pounce_loft_rate
jockey_pounce_max_loft_angle
jockey_punched
jockey_pz_claw_dmg
jockey_ride
jockey_ride_end
jockey_x
jockey_y
jockeyme
jockeyuserid
joinclass 0\n
joingame
joingame\n
jointeam
jointeam %s\n
jointeam 3\n
jointeam spectator\n
jointeam survivor\n
joy_autoaimdampen
kE\f0
kE\fL
kFPD
kM\f0
kM\fD
kM\fP
kW,h
kata
katana
kdtree_test
keyframe_rope
keyframe_track
keymappingindex
keynameindex
keyvalues2
keyvalues2_flat_v1
keyvalues2_v1
kick_transitioning
kick_transitioning %d;
kickid %d All players idle\n
kickid %d CBaseEntity::InputKill()\n
kickid %d You have been voted off;
kickid %d death anim finished\n
kickid %d infected team is full\n
kickid %d removing bots before the finale\n
kickid %d survivor bot left the survivor team\n
kickid %d team size exceeded\n
kickid %d\n
kill
killer
killing %s\n
kills
killtarget
killvector
kind
knife
l4d1_only
l4d1_survivor_give_item
l4d2_1
l4d2_10
l4d2_11
l4d2_12
l4d2_13
l4d2_14
l4d2_2
l4d2_3
l4d2_4
l4d2_5
l4d2_6
l4d2_7
l4d2_8
l4d2_9
l4d2_snd_adrenaline
l4d_airport02_offices
l4d_airport05_runway
l4d_farm05_cornfield
l4d_show_incapupdate
l4d_show_weaponequip
l4d_stats_nogameplaycheck
l4d_stats_track
ladder
ladder%i
ladderSurfaceProperties
ladder_autocenter
ladder_console_controls
ladder_disconnected
ladder_horizon
ladder_not_climbable
ladder_overlapping
landmark
landmarkModelSpace
large car
laser_sight
lastHadElites
lastPrimaryWeaponAmmo
lastPrimaryWeaponId
lastSecondaryWeaponId
lastlife
layer %d: sequence %d(%s), start time %f, order %d, looping %d\n
leak_belly_bl
leak_belly_br
leak_belly_tl
leak_belly_tr
leak_chest
leak_head_l
leak_head_r
leak_rectum
lean_pitch
lean_x
lean_y
lean_yaw
ledge_hang
left arm
left leg
left4dead2
left_
left_cheek_raiser
left_corner_puller
left_funneler
left_inner_raiser
left_lid_droop
left_lid_raiser
left_lid_tightener
left_lowerer
left_mouth_drop
left_outer_raiser
left_puckerer
left_upper_raiser
lelbow
length
length_constraint\t%p\t%p\t%s
lengthprop%d
lengthproxy
lerptime
levelName
level_init\t%s
level_shutdown
lfff.
lffff.
lfffff.
lfomodpitch
lfomodvol
lforate
lfotype
lhand
life
lifespan_decay
lifetime
lifetime_random
light
light_directional
light_dynamic
light_dynamic at [%d %d %d] has invalid exponent value (%d must be between %d and %d).\n
light_environment
light_glspot
light_spot
lightcolor
lightfov
lightonlytarget
lightworld
limp
listRecentNPCSpeech
listenserver.cfg
listissues
listplayers
loaded successfully
loadtime
lobby
locBody
locHeader
localBits
localSound
localcontrastedgestrength
localcontraststrength
localdata
location
locationproxy
lock
lock to bone
locked
locked_sentence
locked_sound
locksound_t
locomotive
log on\n
logic_active_autosave
logic_active_autosave (%s, %d) triggered\n
logic_auto
logic_autosave
logic_branch
logic_branch_listener
logic_branchlist %s refers to entity %s, which is not a logic_branch\n
logic_case
logic_choreographed_scene
logic_collision_pair
logic_compare
logic_director_query
logic_game_event
logic_lineto
logic_lineto - Source not found or source with no origin!\n
logic_lineto - Target not found or target with no origin!\n
logic_measure_movement
logic_measure_movement: Unable to find measure reference entity %s\n
logic_measure_movement: Unable to find measure target entity %s\n
logic_measure_movement: Unable to find movement reference entity %s\n
logic_measure_movement: Unable to find movement target entity %s\n
logic_multicompare
logic_navigation
logic_proximity
logic_relay
logic_scene_list_manager
logic_script
logic_timer
logic_versus_random
logic_versus_random entity %s being asked to pick more random numbers in second round than in the first round!\n
logic_versus_random entity %s being asked to pick random number but has no outputs!\n
logic_versus_random entity %s being asked to pick random numbers in second round when none were picked first round!\n
logic_versus_random entity %s has no outputs!\n
logs/*.stuck
logs\%s_%s_%s.stuck
long_horizontal_connections
long_vertical_connections
lookat
lookatname
loop
loopmovesound
louis
lounge
lowerleft
lowerright
lservercfgfile
lshoulder
ltime
lunge_pounce
lunge_shove
lyingdown
m\fffff.
m_AIAddOn
m_ActiveScenes
m_ActualFlags
m_AddonModelWeaponIDs
m_AirFinished
m_AllIntCompares
m_AmbientLight
m_AmbientLight.m_flIntensity
m_AmbientLight.m_vColor
m_AmbientLight.m_vPos
m_Amplitude
m_Angles
m_AnimOverlay
m_ArmorValue
m_BasePiece
m_BoneFollowerManager
m_BusyActor
m_CanInDispenser
m_ChainTarget
m_Collision
m_CollisionGroup
m_Color
m_Color1
m_Color2
m_ConceptHistories
m_CurrentStage
m_CurrentWeaponProficiency
m_Density
m_DensityRampSpeed
m_DetonateParticles
m_DetonateSound
m_DirLight
m_DirLight.m_flIntensity
m_DirLight.m_vColor
m_DirLight.m_vPos
m_DistMax
m_Distance
m_DmgOrigin
m_DmgRadius
m_DmgSave
m_DmgTake
m_DroppedByInfectedGender
m_Duration
m_DustFlags
m_EffectData
m_EndColor
m_EndEntity
m_EndSize
m_EnvWindShared
m_EnvWindShared.m_OnGustEnd
m_EnvWindShared.m_OnGustStart
m_EnvWindShared.m_flGustDuration
m_EnvWindShared.m_flMaxGustDelay
m_EnvWindShared.m_flMinGustDelay
m_EnvWindShared.m_flWindSpeed
m_EnvWindShared.m_iGustDirChange
m_EnvWindShared.m_iMaxGust
m_EnvWindShared.m_iMaxWind
m_EnvWindShared.m_iMinGust
m_EnvWindShared.m_iMinWind
m_EnvWindShared.m_iWindDir
m_EnvWindShared.m_windRadius
m_Explosion
m_ExplosionMagnitude
m_Exponent
m_FacingPercentage
m_FadeDuration
m_FadeEndTime
m_FadeStartTime
m_FallSpeed
m_Filter
m_FindMethod
m_Flags
m_FlyingParticles
m_FlyingPiece[0]
m_FlyingPiece[1]
m_FlyingPiece[2]
m_FlyingPiece[3]
m_Frequency
m_Gender
m_GibDir
m_Glow
m_HackedGunPos
m_Handle
m_HoldTime
m_IdealActivity
m_IdealYaw
m_Info
m_InitialState
m_InnerAngle
m_JetLength
m_LastEnterTime
m_LastEnterWeight
m_LastExitTime
m_LastExitWeight
m_LastHitGroup
m_LifetimeMax
m_LifetimeMin
m_LightStyle
m_Line
m_LinearFloatLightColor
m_Listeners
m_Local
m_LogicBranchList
m_MagnettedEntities
m_MainSoundscapeName
m_ManagedNonWeapons
m_Master
m_Material
m_MaterialName
m_MaxDirectedSpeed
m_MaxFalloff
m_MaxSpeed
m_MaxWeight
m_MessageAttenuation
m_MessageVolume
m_MinDirectedSpeed
m_MinFalloff
m_MinSpeed
m_ModelName
m_ModifiedConvars
m_MotionEnabled
m_MoveCollide
m_MoveType
m_MovementSpeed
m_NearestEntityDistance
m_NetGestureActivity
m_NetGestureSequence
m_NetGestureStartTime
m_Network
m_NewColor
m_NoiseArrived
m_NoiseArrivedClosed
m_NoiseMoving
m_NoiseMovingClosed
m_NoiseRunning
m_NoiseStart
m_OldColor
m_On
m_On20SecondsToMob
m_On2Speakers
m_On4Speakers
m_On51Speakers
m_On60SecondsToMob
m_OnAllFalse
m_OnAllTrue
m_OnAwakened
m_OnBackgroundMap
m_OnBeginFade
m_OnBlockedClosing
m_OnBlockedOpening
m_OnBreak
m_OnCacheInteraction
m_OnCanceled
m_OnCarAlarmChirpEnd
m_OnCarAlarmChirpStart
m_OnCarAlarmEnd
m_OnCarAlarmStart
m_OnCase[0]
m_OnCase[10]
m_OnCase[11]
m_OnCase[12]
m_OnCase[13]
m_OnCase[14]
m_OnCase[15]
m_OnCase[1]
m_OnCase[2]
m_OnCase[3]
m_OnCase[4]
m_OnCase[5]
m_OnCase[6]
m_OnCase[7]
m_OnCase[8]
m_OnCase[9]
m_OnChangeLevel
m_OnClose
m_OnCommentaryMidGame
m_OnCommentaryMultiplayerSpawn
m_OnCommentaryNewGame
m_OnCompletion
m_OnConstraintBroken
m_OnConvert
m_OnCoop
m_OnCoopPreRound
m_OnCustomPanicStageFinished
m_OnDamaged
m_OnDeath
m_OnDefault
m_OnDemoMapSpawn
m_OnEndFollow
m_OnEndTouch
m_OnEndTouchAll
m_OnEntireTeamEndTouch
m_OnEntireTeamStartTouch
m_OnEqual
m_OnEqualTo
m_OnEscapeImpossible
m_OnEscapePossible
m_OnEscapeVehicleLeaving
m_OnExtinguished
m_OnFacingLookat
m_OnFail
m_OnFalse
m_OnFinaleEscapeStarted
m_OnFinaleLost
m_OnFinalePause
m_OnFinaleStart
m_OnFinaleWon
m_OnFireStart
m_OnFireStop
m_OnFirstUseStart
m_OnFoundEntity
m_OnFullyClosed
m_OnFullyOpen
m_OnGameplayStart
m_OnGetValue
m_OnGreaterThan
m_OnHealthChanged
m_OnHeardSound
m_OnHeatLevelEnd
m_OnHeatLevelStart
m_OnHitByTank
m_OnHitMax
m_OnHitMin
m_OnHurt
m_OnHurtPlayer
m_OnIgnite
m_OnIgnited
m_OnIn
m_OnItemPickedUp
m_OnKilled
m_OnLessThan
m_OnLoadGame
m_OnLockedUse
m_OnMagnetAttach
m_OnMagnetDetach
m_OnMapSpawn
m_OnMapTransition
m_OnMixed
m_OnMotionEnabled
m_OnMultiNewMap
m_OnMultiNewRound
m_OnNPCPickup
m_OnNavAnalyze
m_OnNewGame
m_OnNext
m_OnNotEqual
m_OnNotEqualTo
m_OnNotFacingLookat
m_OnNotTouching
m_OnOff
m_OnOn
m_OnOnUserDefinedScriptEvent[0]
m_OnOnUserDefinedScriptEvent[1]
m_OnOnUserDefinedScriptEvent[2]
m_OnOnUserDefinedScriptEvent[3]
m_OnOpen
m_OnOut
m_OnOutOfWorld
m_OnOuttroStatsDone
m_OnPanicEventFinished
m_OnPass
m_OnPhysCannonAnimatePostStarted
m_OnPhysCannonAnimatePreStarted
m_OnPhysCannonAnimatePullStarted
m_OnPhysCannonDetach
m_OnPhysCannonPullAnimFinished
m_OnPhysGunDrop
m_OnPhysGunOnlyPickup
m_OnPhysGunPickup
m_OnPhysGunPunt
m_OnPlay
m_OnPlayerGotOffLadder
m_OnPlayerGotOnLadder
m_OnPlayerInZone
m_OnPlayerOutZone
m_OnPlayerPickup
m_OnPlayerSpawn
m_OnPlayerTouch
m_OnPlayerUse
m_OnPressed
m_OnPushedPlayer
m_OnRandom[0]
m_OnRandom[10]
m_OnRandom[11]
m_OnRandom[12]
m_OnRandom[13]
m_OnRandom[14]
m_OnRandom[15]
m_OnRandom[1]
m_OnRandom[2]
m_OnRandom[3]
m_OnRandom[4]
m_OnRandom[5]
m_OnRandom[6]
m_OnRandom[7]
m_OnRandom[8]
m_OnRandom[9]
m_OnReachedBottom
m_OnReachedFloor
m_OnReachedPosition
m_OnReachedTop
m_OnReleased
m_OnRemove
m_OnRoutedSound
m_OnScavenge
m_OnScavengeIntensityChanged
m_OnScavengeMatchStart
m_OnScavengeOvertimeCancel
m_OnScavengeOvertimeStart
m_OnScavengePreRound
m_OnScavengeRoundStart
m_OnScavengeTimerExpired
m_OnShowMessage
m_OnSpark
m_OnSpawn
m_OnSpawn[ZOMBIE_BOOMER]
m_OnSpawn[ZOMBIE_CHARGER]
m_OnSpawn[ZOMBIE_HUNTER]
m_OnSpawn[ZOMBIE_JOCKEY]
m_OnSpawn[ZOMBIE_NORMAL]
m_OnSpawn[ZOMBIE_SMOKER]
m_OnSpawn[ZOMBIE_SPITTER]
m_OnSpawn[ZOMBIE_TANK]
m_OnSpawn[ZOMBIE_WITCH]
m_OnSpawnedZombieDeath
m_OnStart
m_OnStartTouch
m_OnStartTouchAll
m_OnSurfaceChangedFromTarget
m_OnSurfaceChangedToTarget
m_OnSurvival
m_OnSurvivalPreRound
m_OnTakeDamage
m_OnTeamScored
m_OnTimeUp
m_OnTimeout
m_OnTimer
m_OnTimerHigh
m_OnTimerLow
m_OnTouchedActiveWeapon
m_OnTouchedByEntity
m_OnTouching
m_OnTrigger
m_OnTrigger1
m_OnTrigger10
m_OnTrigger11
m_OnTrigger12
m_OnTrigger13
m_OnTrigger14
m_OnTrigger15
m_OnTrigger16
m_OnTrigger2
m_OnTrigger3
m_OnTrigger4
m_OnTrigger5
m_OnTrigger6
m_OnTrigger7
m_OnTrigger8
m_OnTrigger9
m_OnTrue
m_OnUnblockedClosing
m_OnUnblockedOpening
m_OnUnpressed
m_OnUse
m_OnUseCanceled
m_OnUseFinished
m_OnUseLocked
m_OnUseStart
m_OnUseStarted
m_OnUser1
m_OnUser2
m_OnUser3
m_OnUser4
m_OnVehicleSpawn
m_OnVersus
m_OnVersusPreRound
m_Opacity
m_Origin
m_OutAnger
m_OutColor1
m_OutColor2
m_OutValue
m_OuterAngle
m_PSName
m_PainFinished
m_Params
m_ParticleDrawWidth
m_ParticleLifetime
m_ParticleSpacingDistance
m_ParticleTrail
m_PassengerInfo
m_PerformanceMode
m_PlayerFog
m_PlayerFog.m_hCtrl
m_PlayersInCount
m_PlayersOutCount
m_PoseParameterTargets
m_Position
m_PreStasisMoveType
m_Radius
m_Rate
m_RawPanelBitVec
m_Recipients
m_Relationship
m_RelationshipString
m_ResponseContexts
m_RopeFlags
m_RopeLength
m_RotationSpeed
m_ScheduleChannels
m_Score
m_Slack
m_SlaveName
m_SoundClose
m_SoundLevel
m_SoundLock
m_SoundMoving
m_SoundOpen
m_SoundPool
m_SoundUnlock
m_SoundscapeName
m_SourceName
m_SpawnRadius
m_SpawnRate
m_Speed
m_SpeedMax
m_SpotRadius
m_SpotlightTextureName
m_SpreadSpeed
m_StartColor
m_StartEntity
m_StartSize
m_StopEmitTime
m_String_tFileName
m_String_tMapName
m_String_tMaterialName
m_String_tSlideshowDirectory
m_StuckLast
m_Subdiv
m_TargetDir
m_TeamRespawnWaveTimes
m_TeamSwitchRule
m_TextureScale
m_TiltTime
m_TimeForceExternalView
m_TouchType
m_TriggerHitPoints
m_Type
m_Value
m_VariantValue
m_VehiclePhysics
m_VehiclePhysics.m_pVehicle
m_VehiclePhysics.m_pWheels
m_ViewSmoothing
m_Weight
m_Width
m_WindAngle
m_WindCallback
m_WindSpeed
m_WithProxy
m_WorldMaxs
m_WorldMins
m_aThinkFunctions
m_acceleration
m_actionScale
m_actionSpeed
m_actionValue
m_activateTime
m_activated
m_activationSupressedTimer
m_active
m_activeIssueIndex
m_addAirDensity
m_addLength
m_additionalAcceleration
m_additionalIterations
m_afButtonDisabled
m_afButtonForced
m_afButtonLast
m_afButtonPressed
m_afButtonReleased
m_afPhysicsFlags
m_airMovementRestricted
m_allAsleep
m_allowIntersection
m_altName
m_angAbsRotation
m_angEyeAngles[0]
m_angEyeAngles[1]
m_angGibRotation
m_angGoal
m_angPostSpawnDirection
m_angPreferredCarryAngles
m_angRotation
m_angRotationAjar
m_angRotationClosed
m_angRotationOpenBack
m_angRotationOpenForward
m_angRotation[0]
m_angRotation[1]
m_angRotation[2]
m_angStart
m_angViewPunch
m_angle
m_angleChange
m_anglesOverrideString
m_angular
m_angularAcceleration
m_angularLimit
m_angularSave
m_angularScale
m_attachedObject
m_attachmentPointBoneSpace
m_attachmentPointRagdollSpace
m_attack2axis
m_attackDuration
m_attackTimer
m_attackaxis
m_audio
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_autoCrouchTimer
m_autoKickDisabled
m_avoidRange
m_axis
m_axisEnd
m_bActivateWhenAtRest
m_bActivated
m_bActive
m_bAdrenalineActive
m_bAffectsFlow
m_bAlive
m_bAllowAutoMovement
m_bAllowGhostTouch
m_bAllowIncapTouch
m_bAllowInstantSpawn
m_bAllowNewGibs
m_bAllowNoDrawTarget
m_bAltFireHudHintDisplayed
m_bAltFiresUnderwater
m_bAlternateSorting
m_bAnimate
m_bAnimatedEveryTick
m_bAreTeamsFlipped
m_bAutoAimTarget
m_bAutoDisable
m_bAutoStart
m_bAutomated
m_bAwaitingReadyRestart
m_bAwake
m_bBlackMarket
m_bBlockLOSSetByPropData
m_bBlocked
m_bBreakOnNonIdle
m_bCPIsVisible
m_bCameraSpace
m_bCanShowBuildPanel
m_bCancelAtNextInterrupt
m_bChallengeModeActive
m_bCheapEffect
m_bClientPhysics
m_bClientSide
m_bClientSideAnimation
m_bClientSideFrameReset
m_bClientSidePredicted
m_bClientSideRagdoll
m_bColdWorld
m_bCollide
m_bCommentaryEnabledMidGame
m_bCompletedEarly
m_bConnected
m_bConstrainBetweenEndpoints
m_bConstraintPastRadius
m_bControlPointsReset
m_bCreatedFromMapFile
m_bCrouch
m_bDOFEnabled
m_bDamaged
m_bDampAllRotation
m_bDeveloperOnly
m_bDidActivate
m_bDirectional
m_bDisablePropLookup
m_bDisableShadows
m_bDisableX360
m_bDisabled
m_bDisplayPerf
m_bDisplayTitle
m_bDontRemove
m_bDoorGroup
m_bDrawViewmodel
m_bDuckToggled
m_bDucked
m_bDucking
m_bEfficientSpotlight
m_bEmit
m_bEnableLocalLightShadows
m_bEnableShadows
m_bEnabled
m_bEndPointValid
m_bEngineLocked
m_bEnterAnimOn
m_bExclusive
m_bExitAnimOn
m_bExpectingWeapon
m_bExplosive
m_bFaceLeft
m_bFailed
m_bFakeLadder
m_bFireOnEmpty
m_bFired
m_bFiresUnderwater
m_bFirstBlocked
m_bFirstCollisionAfterLaunch
m_bFlashing
m_bForceCaption
m_bForceClosed
m_bForceNewLevelUnit
m_bForceServerRagdoll
m_bForceUpdate
m_bForcedObserverMode
m_bFreezePeriod
m_bGenerated
m_bGlowBackfaceMult
m_bHadOwner
m_bHasBeenActivated
m_bHasBeenPhysgunned
m_bHasBeenPressed
m_bHasDefuser
m_bHasDynamicLight
m_bHasGun
m_bHasHelmet
m_bHasHitSomething
m_bHasNightVision
m_bHasOwner
m_bHasWarnedAI
m_bHeatAtLevel
m_bHideWeapons
m_bHintGroupNavLimiting
m_bHitMax
m_bHitMin
m_bHitting
m_bIgnoreDebris
m_bIgnorePlayers
m_bInBombZone
m_bInBuyZone
m_bInDuckJump
m_bInHostageRescueZone
m_bInIntro
m_bInMeleeSwing
m_bInMiniRound
m_bInOvertime
m_bInReload
m_bInSecondHalfOfRound
m_bInSetup
m_bInValue
m_bInWaitingForPlayers
m_bInterpOrigin
m_bInterpolationWrap
m_bInterruptSceneFinished
m_bInterrupted
m_bInterruptedActorsScenes
m_bInvertExclusion
m_bIsActive
m_bIsBackground
m_bIsBroken
m_bIsBurning
m_bIsDedicatedServer
m_bIsDefusing
m_bIsFirstManOut
m_bIsInStasis
m_bIsLive
m_bIsOn
m_bIsOnThirdStrike
m_bIsPlayingBack
m_bIsSacrificeFinale
m_bIsSprite
m_bIsTransitioningToNextMap
m_bIsVersusVoteRestarting
m_bIsWalkableSetByPropData
m_bLagCompensate
m_bLagCompensation
m_bLaserSight
m_bLastBoost
m_bLastSkid
m_bLastThrottle
m_bLightOnlyTarget
m_bLightWorld
m_bLocked
m_bLockedSentence
m_bLockedSound
m_bLogoMap
m_bLookAtPlayers
m_bLoopMoveSound
m_bLooping
m_bLowPriority
m_bManualSpeedChanges
m_bMapHasBombTarget
m_bMapHasRescueZone
m_bMaster
m_bMeasurePerf
m_bMobOnly
m_bMultiplayer
m_bNegated
m_bNewAnimCommandsSemaphore
m_bNightVisionOn
m_bNoCSWeapons
m_bNoDmgForce
m_bNoExpirationTime
m_bNoFog
m_bNoGibShadows
m_bNoListRepeats
m_bNoOffscreen
m_bNotSolidToWorld
m_bOfferTank
m_bOn
m_bOnFire
m_bOnlyPump
m_bOriginalBlockLOS
m_bPauseBonusProgress
m_bPaused
m_bPausedViaInput
m_bPerformingAction
m_bPickedUpOnTransition
m_bPinPulled
m_bPlayerUnderwater
m_bPlayingMiniRounds
m_bPoisoned
m_bPoseValueParity
m_bPostSpawnUseAngles
m_bPrecise
m_bPredictWeapons
m_bPreventChangesWhileMoving
m_bPreventMovement
m_bPreventWeaponPickup
m_bRandomAnimator
m_bRedraw
m_bReloadHudHintDisplayed
m_bReloadsSingly
m_bRemoveAttributes
m_bRemoveable
m_bReversed
m_bSaveImportant
m_bSendHandle
m_bSequenceFinished
m_bSequenceLoops
m_bShouldDetach
m_bSimulatedEveryTick
m_bSinglePlayerGameEnding
m_bSnapToGoal
m_bSolidBsp
m_bSoundPlaying
m_bSpawnWithoutDirector
m_bSpotlightOn
m_bStairs
m_bStartActive
m_bStartDark
m_bStartDisabled
m_bStartPointValid
m_bState
m_bStatic
m_bStopAtStartPos
m_bStopWatch
m_bSuppressRest
m_bSurvivorGlowEnabled
m_bSurvivorPositionHidingWeapons
m_bSwitch
m_bSwitchedTeamsThisRound
m_bTankOnly
m_bTeamCanCap
m_bTeamReady
m_bThrownByPlayer
m_bTimeoutFired
m_bTookPhysicsDamage
m_bTriggerOnStartTouch
m_bUnableToFire
m_bUnderCrosshair
m_bUnlockedSentence
m_bUnlockedSound
m_bUnstoppable
m_bUpDownState
m_bUpdateAttachedChildren
m_bUpdateTarget
m_bUpgradePackExplosive
m_bUpgradePackIncendiary
m_bUseAngles
m_bUseCustomAutoExposureMax
m_bUseCustomAutoExposureMin
m_bUseCustomBloomScale
m_bUseHitboxesForRenderBox
m_bUsePuntSound
m_bVulnerableToSpit
m_bWaitForRefire
m_bWaitingForActor
m_bWaitingForInterrupt
m_bWaitingForResumeScene
m_bWasPresentAtSurvivalStart
m_bWaterSlowdownEnabled
m_bWearingSuit
m_bWorldSpaceScale
m_bWrap
m_baseFlags
m_bashedStart
m_bbqPercent
m_bendPointCount
m_bendPositions
m_bitsDamageInflict
m_bitsDamageType
m_bitsHUDDamage
m_blinktime
m_blinktoggle
m_blockedTeamNumber
m_bloodColor
m_boltWidth
m_boneIndexAttached
m_bottomFloorPosition
m_breakSound
m_breakableType
m_burnPercent
m_cLastActiveSounds
m_calmSpeed
m_cancelTime
m_carryAttacker
m_carryVictim
m_cellX
m_cellY
m_cellZ
m_cellbits
m_chAreaBits
m_chAreaPortalBits
m_chCurrentSlideLists
m_chMaterialType
m_chPoseIndex
m_chPreviousTextureType
m_character
m_chargeStartTime
m_checkpointAdrenalinesUsed
m_checkpointAwardCounts
m_checkpointBoomerBilesUsed
m_checkpointDamageTaken
m_checkpointDamageToTank
m_checkpointDamageToWitch
m_checkpointDeaths
m_checkpointDefibrillatorsUsed
m_checkpointFirstAidShared
m_checkpointHeadshotAccuracy
m_checkpointHeadshots
m_checkpointIncaps
m_checkpointMedkitsUsed
m_checkpointMeleeKills
m_checkpointMolotovsUsed
m_checkpointPZBombed
m_checkpointPZBoomerDamage
m_checkpointPZChargerDamage
m_checkpointPZHighestDmgPounce
m_checkpointPZHung
m_checkpointPZHunterDamage
m_checkpointPZIncaps
m_checkpointPZJockeyDamage
m_checkpointPZKills
m_checkpointPZLongestJockeyRide
m_checkpointPZLongestSmokerGrab
m_checkpointPZNumChargeVictims
m_checkpointPZPounces
m_checkpointPZPulled
m_checkpointPZPushes
m_checkpointPZSmokerDamage
m_checkpointPZSpitterDamage
m_checkpointPZTankDamage
m_checkpointPZTankPunches
m_checkpointPZTankThrows
m_checkpointPZVomited
m_checkpointPillsUsed
m_checkpointPipebombsUsed
m_checkpointReviveOtherCount
m_checkpointSurvivorDamage
m_checkpointZombieKills
m_classSpawnCount
m_clientAnimatedOverlay
m_clientIntensity
m_clientLeanYaw
m_clientLookatTarget
m_climbableNormal
m_clrOverlay
m_clrRender
m_code
m_colorCorrectionName
m_command
m_controlMaxs
m_controlMins
m_controlPosition
m_controlType
m_controls.bHasBrakePedal
m_controls.boost
m_controls.brake
m_controls.brakepedal
m_controls.handbrake
m_controls.handbrakeLeft
m_controls.handbrakeRight
m_controls.steering
m_controls.throttle
m_counter
m_createTick
m_current
m_currentAmp
m_currentReviveCount
m_currentSound
m_currentTipTarget
m_customAbility
m_cycleLatch
m_damage
m_damageModel
m_damageRadius
m_damageToEnableMotion
m_damageType
m_deaths
m_debugOverlays
m_debugRadius
m_deceleration
m_deltaTime
m_density
m_desiredSpeed
m_destinationFloorPosition
m_dir
m_direction
m_directionEntityName
m_disabled
m_distance
m_dpv
m_dragTarget
m_drawText
m_duckUntilOnGround
m_duration
m_eDoorState
m_eHull
m_eLastState
m_eOpenDirection
m_eOrientationType
m_eSpawnPosition
m_eVelocityType
m_end
m_engineSoundName
m_entityChannel
m_entityName
m_explodeDamage
m_explodeRadius
m_fActive
m_fAmplitude
m_fBoneCacheFlags
m_fCycleFrequency
m_fDangerousTimer
m_fDecay
m_fEffects
m_fEndWidth
m_fExpirationTime
m_fFModAmplitude
m_fFModRate
m_fFModTimeOffset
m_fFadeLength
m_fFadeTime
m_fFadeToBlackStrength
m_fFilterMass
m_fFireDuration
m_fFlags
m_fGrainStrength
m_fHaloScale
m_fHeight
m_fIconOffset
m_fInitHUD
m_fInterpolationTime
m_fIsRunning
m_fLastBoost
m_fLastPlayerTalkTime
m_fLerpTime
m_fLevelStartTime
m_fLife
m_fLocalContrastEdgeStrength
m_fLocalContrastStrength
m_fLockedPoints
m_fLooping
m_fMass
m_fMaxRange1
m_fMaxRange2
m_fMaxSlideTime
m_fMinRange1
m_fMinRange2
m_fMinSlideTime
m_fMixLayerLevel
m_fNVAdrenaline
m_fNextFailMessageTime
m_fNoise
m_fOnTarget
m_fPitch
m_fPoseValue
m_fRadius
m_fRange
m_fRotating
m_fScale
m_fScreenFlags
m_fScriptedHUDFloats
m_fScriptedHUDHeight
m_fScriptedHUDPosX
m_fScriptedHUDPosY
m_fScriptedHUDTimerAdd
m_fScriptedHUDTimerBase
m_fScriptedHUDWidth
m_fServerAnimStartTime
m_fSpeed
m_fStartFrame
m_fStayPushed
m_fStressToActivate
m_fThrowTime
m_fTime
m_fTimeLastHurt
m_fTopVignetteStrength
m_fVignetteBlurStrength
m_fVignetteEnd
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m_fWidth
m_fadeMaxDist
m_fadeMinDist
m_fidgetLayerSequence
m_fidgetLayerStartTime
m_fireCount
m_fireLayerSequence
m_fireLayerStartTime
m_firePosition
m_fireXDelta
m_fireYDelta
m_fireZDelta
m_firing
m_firstAidSlot
m_firstUseDelay
m_fishCount
m_fishes
m_flAccelSpeed
m_flAcceleration
m_flAccumulatedTime
m_flAllowResponsesEndTime
m_flAlternateTicksFix
m_flAmbient
m_flAmmoMod
m_flAmount
m_flAnimEndTime
m_flAnimStartTime
m_flAnimTime
m_flAttackTime
m_flAttenuation
m_flAutoReturnDelay
m_flAutomationDelay
m_flAutomationTime
m_flAverageSpeedAcrossFrame
m_flBank
m_flBaseDamage
m_flBaseSpread
m_flBecomeGhostAt
m_flBias
m_flBlendDeltaMultiplier
m_flBlendEndTime
m_flBlendIn
m_flBlendOut
m_flBlendStartTime
m_flBlendTonemapEnd
m_flBlendTonemapStart
m_flBlendWeight
m_flBlockDamage
m_flBlockedTalkTime
m_flBloomExponent
m_flBloomSaturation
m_flBoogieLength
m_flBrightnessTime
m_flBrightnessTimeStart
m_flCapPercentages
m_flCheapWaterEndDistance
m_flCheapWaterStartDistance
m_flCloseCaptionDuration
m_flCompareValue
m_flConeOfInfluence
m_flConstraintRadius
m_flConstraintSpeedFactor
m_flConstraintWidth
m_flConveyorSpeed
m_flCreateTime
m_flCurWeight
m_flCurrentTime
m_flCustomAutoExposureMax
m_flCustomAutoExposureMin
m_flCustomBloomScale
m_flCustomBloomScaleMinimum
m_flCycle
m_flDamage
m_flDamageAccumulator
m_flDamageCap
m_flDamageForce
m_flDamageMod
m_flDamageScale
m_flDamageTime
m_flDangerousTime
m_flDeathAnimTime
m_flDeathTime
m_flDecelSpeed
m_flDefaultFadeScale
m_flDelay
m_flDesiredShadowCastDistance
m_flDesiredTimescale
m_flDestScale
m_flDetonateTime
m_flDieTime
m_flDissolveStartTime
m_flDistance
m_flDmgModBullet
m_flDmgModClub
m_flDmgModExplosive
m_flDmgModFire
m_flDmgResetTime
m_flDotTolerance
m_flDuration
m_flElasticity
m_flEncodedController
m_flEndRadius
m_flEndSize
m_flEndWidth
m_flExpireTime
m_flFOVRate
m_flFOVTime
m_flFacingTime
m_flFadeDist
m_flFadeEndDist
m_flFadeInDuration
m_flFadeInLength
m_flFadeInStart
m_flFadeOutDuration
m_flFadeOutLength
m_flFadeOutModelLength
m_flFadeOutModelStart
m_flFadeOutStart
m_flFadeOutStartTime
m_flFadeScale
m_flFadeStartDist
m_flFadeTime
m_flFallVelocity
m_flFanFriction
m_flFarBlurDepth
m_flFarBlurRadius
m_flFarFocusDepth
m_flFarZ
m_flFieldOfView
m_flFinishedTime
m_flFireSize
m_flFireTime
m_flFlareScale
m_flFlashDuration
m_flFlashMaxAlpha
m_flFlashTime
m_flFloatLerpEndValue
m_flFloatLerpStartValue
m_flFloatLerpTransitionTime
m_flForceClientTime
m_flForceToEnableMotion
m_flForwardMove
m_flFrame
m_flFrameRate
m_flFrameTime
m_flFramerate
m_flFriction
m_flFrozen
m_flFrozenMax
m_flFrozenThawRate
m_flFuel
m_flGameStartTime
m_flGibAngVelocity
m_flGibGravityScale
m_flGibLife
m_flGibScale
m_flGibVelocity
m_flGlowProxySize
m_flGlowRange
m_flGravity
m_flGroundChangeTime
m_flGroundSpeed
m_flGustDuration
m_flHDRColorScale
m_flHaloScale
m_flHeadPitch
m_flHeadYaw
m_flHeatAbsorb
m_flHeatLevel
m_flHeight
m_flHoldoutCooldownEndTime
m_flHudHintMinDisplayTime
m_flHudHintPollTime
m_flInMax
m_flInMin
m_flInValue
m_flInitialWindSpeed
m_flInnerRadius
m_flIntensity
m_flInterpTime
m_flKillDelay
m_flKillRate
m_flLaggedMovementValue
m_flLastAccess
m_flLastAttackTime
m_flLastDmgTime
m_flLastEventCheck
m_flLastFlexAnimationTime
m_flLastHeadUpdate
m_flLastPhysicsInfluenceTime
m_flLastTime
m_flLastTimeAcceptedSpeak
m_flLastWashStartTime
m_flLayerAnimtime
m_flLayerFadeOuttime
m_flLayerStartTime
m_flLazyCapPerc
m_flLifeTime
m_flLifetime
m_flLightFOV
m_flLightScale
m_flLip
m_flLocalTime
m_flLookTime
m_flLookTimeLast
m_flLookTimeTotal
m_flLowerRandomBound
m_flMagnitude
m_flMapResetTime
m_flMassOverride
m_flMax
m_flMaxBurstDelay
m_flMaxDamage
m_flMaxFrame
m_flMaxGustDelay
m_flMaxHeat
m_flMaxOccludeeArea
m_flMaxPropScreenSpaceWidth
m_flMaxRadius
m_flMaxRandAnimTime
m_flMaxRange
m_flMaxRevThrottle
m_flMaxSpeed
m_flMaxWeight
m_flMaxspeed
m_flMin
m_flMinBlendRate
m_flMinBurstDelay
m_flMinFadeLength
m_flMinGustDelay
m_flMinOccluderArea
m_flMinPropScreenSpaceWidth
m_flMinRandAnimTime
m_flMinimumSpeedToEnterExit
m_flModelScale
m_flModelWidthScale
m_flMoveDistance
m_flMoveDoneTime
m_flMoveSoundMaxTime
m_flMoveSoundMinTime
m_flNavIgnoreUntilTime
m_flNearBlurDepth
m_flNearBlurRadius
m_flNearFocusDepth
m_flNearZ
m_flNewEnd
m_flNewStart
m_flNextAttack
m_flNextBlockTime
m_flNextDecalTime
m_flNextGibTime
m_flNextMoveSoundTime
m_flNextPrimaryAttack
m_flNextRandAnim
m_flNextRespawnWave
m_flNextSecondaryAttack
m_flNextShoveTime
m_flNextSuckTime
m_flNextTauntTime
m_flNextTeleportTime
m_flNextTime
m_flNoise
m_flOcclusionScale
m_flOldEnd
m_flOldPlayerViewOffsetZ
m_flOldPlayerZ
m_flOldStart
m_flOriginalDamage
m_flOut1
m_flOut2
m_flOuterRadius
m_flOverlayTimes
m_flOverlayTimes[0]
m_flOverlayTimes[1]
m_flOverlayTimes[2]
m_flOverlayTimes[3]
m_flOverlayTimes[4]
m_flOverlayTimes[5]
m_flOverlayTimes[6]
m_flOverlayTimes[7]
m_flOverlayTimes[8]
m_flOverlayTimes[9]
m_flPanelHeight
m_flPanelWidth
m_flParticleLifetime
m_flPathDistance
m_flPitch
m_flPlaybackRate
m_flPoseParameter
m_flPostSpawnDirectionVariance
m_flPostSpawnSpeed
m_flPostSpeakDelay
m_flPreDelay
m_flPressureDelay
m_flPrevAnimTime
m_flPrevCycle
m_flPreviousProgressPercent
m_flProgressBarDuration
m_flProgressBarStartTime
m_flRadius
m_flRange
m_flRateOfFire
m_flRefireTime
m_flRespawnTime
m_flRestartRoundTime
m_flReturnTime
m_flRollSpeed
m_flRotationSpeed
m_flRoundDuration
m_flRoundEndTime
m_flRoundStartTime
m_flScale
m_flScaleTime
m_flScaleTimeStart
m_flScriptVolume
m_flScrollSpeed
m_flSensitivity
m_flSequenceScale
m_flShadowCastDistance
m_flShadowMaxDist
m_flShardSize
m_flSideMove
m_flSimulationTime
m_flSize
m_flSizeMax
m_flSizeMin
m_flSkyboxScale
m_flSmoothFactor
m_flSoundTime
m_flSpawnRadius
m_flSpawnRate
m_flSpawnTime
m_flSpeed
m_flSpeedFactor
m_flSpeedPercentage
m_flSpotlightCurLength
m_flSpotlightGoalWidth
m_flSpotlightMaxLength
m_flSpriteFramerate
m_flSpriteScale
m_flStamina
m_flStartFadeInWeight
m_flStartFadeOutWeight
m_flStartFrame
m_flStartPosition
m_flStartRadius
m_flStartScale
m_flStartSize
m_flStartTime
m_flStartWidth
m_flStartWidthVariance
m_flStepSize
m_flStepSoundTime
m_flStopTalkTime
m_flStopTalkTimeWithoutDelay
m_flStopTime
m_flSuitUpdate
m_flSupport
m_flSurvivalRecordTime
m_flSwimSoundTime
m_flTLength
m_flTWidth
m_flTargetArc
m_flTargetDist
m_flTargetRange
m_flTargetSpeed
m_flTeamBestRoundTime
m_flTeamCapTime
m_flTeamRoundTime
m_flTextureRes
m_flThenAnyMaxDist
m_flThrottle
m_flTimeAttackQueued
m_flTimeIntoFrame
m_flTimeStartFadeIn
m_flTimeStartFadeOut
m_flTimeToTrigger
m_flTimeUnderRotor
m_flTimeUnderRotorVariance
m_flTimeWeaponIdle
m_flTimeoutDuration
m_flTonemapMinAvgLum
m_flTonemapPercentBrightPixels
m_flTonemapPercentTarget
m_flTotalMass
m_flTransitionTime
m_flTranslucencyLimit
m_flTurnDegrees
m_flTurnOffKeepUpright
m_flTwist
m_flUnlockTime
m_flUpperRandomBound
m_flUseLockedTime
m_flVPhysicsUpdateLocalTime
m_flVariance
m_flVehicleViewFOV
m_flVehicleVolume
m_flVelocity
m_flVelocityModifier
m_flVersusTravelCompletion
m_flViewkick
m_flVolume
m_flWait
m_flWarnAITime
m_flWaterJumpTime
m_flWaterZ
m_flWaveHeight
m_flWeight
m_flWidth
m_flWindSpeed
m_flYaw
m_flags
m_flexWeight
m_flexnum
m_flextarget
m_flextime
m_flinchLayerSequence
m_flinchLayerStartTime
m_flmaxSpeed
m_fog
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.skyboxFogFactor
m_fog.skyboxFogFactorLerpTo
m_fog.start
m_fog.startLerpTo
m_fogName
m_force
m_forceLimit
m_forceTime
m_forceupdate
m_forward
m_fov
m_fovSpeed
m_frameStart
m_frequency
m_frustration
m_gasSound
m_gearRatio
m_ghostSpawnClockCurrentDelay
m_ghostSpawnClockMaxDelay
m_ghostSpawnState
m_gibbedLimbForce
m_globalstate
m_glowColor
m_glowColorOverride
m_glowEntity
m_gravityScale
m_grenade
m_grenadeLayerSequence
m_grenadeLayerStartTime
m_group
m_hActivator
m_hActiveCommentaryNode
m_hActiveWeapon
m_hActor
m_hActorList
m_hAttachEntity
m_hAttachedToEntity
m_hAttacker
m_hBlocker
m_hBreaker
m_hBuildableButtonUseEnt
m_hCarryingPlayer
m_hColorCorrectionController
m_hColorCorrectionCtrl
m_hConstrainedPlayers
m_hConstraintEntity
m_hControlPointEnts
m_hCtrl
m_hCurrentBlocker
m_hCurrentInstance
m_hCurrentNode
m_hCurrentTarget
m_hDamageEntity
m_hDamageFilter
m_hDoorBlocker
m_hEffect
m_hEffectEntity
m_hElevator
m_hEndEntity
m_hEndPoint
m_hEnemy
m_hEnt
m_hEntAttached
m_hEntity
m_hEntityIgnore
m_hExitBlocker
m_hFilter
m_hFlareEnt
m_hFogController
m_hGasNozzle
m_hGroundEntity
m_hInflictor
m_hInterruptScene
m_hKeepUpright
m_hKiller
m_hLastAttacker
m_hLastCommentaryNode
m_hLastFogTrigger
m_hLastWeapon
m_hLauncher
m_hLightingOrigin
m_hListManagers
m_hListenFilter
m_hLocker
m_hLookAtEntity
m_hLookTarget
m_hMaster
m_hMeasureReference
m_hMeasureTarget
m_hMeleeWeaponInfo
m_hMoveChild
m_hMoveParent
m_hMovePeer
m_hMovingEntity
m_hMyWeapons
m_hNPC
m_hNPCDriver
m_hNotifySceneCompletion
m_hObserverTarget
m_hOwner
m_hOwnerEntity
m_hParent
m_hPassenger
m_hPhysicsAttacker
m_hPhysicsBlocker
m_hPlayer
m_hPlayerOwner
m_hPostProcessController
m_hPostProcessCtrl
m_hPotentialTarget
m_hProps
m_hProxySoundscape
m_hRagdoll
m_hReference
m_hRemoveActorList
m_hSaveWeapon
m_hScenes[0]
m_hScenes[10]
m_hScenes[11]
m_hScenes[12]
m_hScenes[13]
m_hScenes[14]
m_hScenes[15]
m_hScenes[1]
m_hScenes[2]
m_hScenes[3]
m_hScenes[4]
m_hScenes[5]
m_hScenes[6]
m_hScenes[7]
m_hScenes[8]
m_hScenes[9]
m_hScreens
m_hScriptUseTarget
m_hSoundscape
m_hSpawnedEntities
m_hSpeaker
m_hStartPoint
m_hTarget
m_hTarget1
m_hTarget2
m_hTarget3
m_hTarget4
m_hTarget5
m_hTarget6
m_hTarget7
m_hTarget8
m_hTargetEnt
m_hTargetEntity
m_hTargetReference
m_hTemplateEntities
m_hTemplates
m_hThrower
m_hTonemapController
m_hTouchingEntities
m_hTrain
m_hTriggerFogList
m_hTriggerSoundscapeList
m_hUnragdoll
m_hUseEntity
m_hVehicle
m_hViewEntity
m_hViewModel
m_hViewPosition
m_hViewPositionMover
m_hViewTarget
m_hViewTargetAngles
m_hWaitingForThisResumeScene
m_hWeapon
m_hZoomOwner
m_hangAirPos
m_hangNormal
m_hangPos
m_hangStandPos
m_hangTimer
m_hasAnySurvivorLeftSafeArea
m_hasBeenUsed
m_hasDualWeapons
m_hasFirstAidKit
m_hasGrenade
m_hasMolotov
m_hasPainPills
m_hasTankGlow
m_hasUnlockSequence
m_hasVisibleThreats
m_headYawPoseParameter
m_healthBuffer
m_healthBufferTime
m_heat
m_height
m_helpingHandExtendDuration
m_helpingHandState
m_helpingHandSuppressionTimer
m_helpingHandTarget
m_helpingHandTargetTimer
m_helpingHandTimer
m_hinge.worldAxisDirection
m_hinge.worldPosition
m_hingeFriction
m_hitGroup
m_holdingObject
m_humanSpectatorEntIndex
m_humanSpectatorUserID
m_hurtEntities
m_iAccount
m_iActiveSound
m_iAddonBits
m_iAlpha
m_iAlphaOption
m_iAltFireHudHintCount
m_iAmmo
m_iAmmoType
m_iAttachmentIndex
m_iBackgroundBModelName
m_iBackgroundModelIndex
m_iBaseControlPoints
m_iBloodyHandsLevel
m_iBloodyWeaponLevel
m_iBonusChallenge
m_iBonusProgress
m_iBreakableCount
m_iBreakableSkin
m_iCampaignScore
m_iCappingTeam
m_iChangedVariables
m_iChapterDamage
m_iChapterScore
m_iClass
m_iClassIgnore
m_iClassname
m_iClip1
m_iClip1 <= 0
m_iClip2
m_iCommentaryNodeCount
m_iControlPointParents
m_iControlPointParents.m_Value[0]
m_iControlPointParents.m_Value[1]
m_iControlPointParents.m_Value[2]
m_iControlPointParents.m_Value[3]
m_iControlPointParents.m_Value[4]
m_iControlPointParents.m_Value[5]
m_iControlPointParents.m_Value[6]
m_iCount
m_iCurrentExitAnim
m_iCurrentFade
m_iCurrentGameMaterial
m_iCurrentMaxRagdollCount
m_iCurrentUseAction
m_iCustomDamageType
m_iCycleType
m_iDamageCount
m_iDamageCustom
m_iDamageStats
m_iDamageType
m_iDamageVictimIndex
m_iDangerSound
m_iDeathFrame
m_iDeathPose
m_iDeaths
m_iDefaultFOV
m_iDefaultStyle
m_iDesiredOverlay
m_iDirection
m_iDisabled
m_iDisplayLimit
m_iDontMessageParent
m_iEFlags
m_iEffectIndex
m_iEffectName
m_iEndAttachment
m_iEnemyTeam
m_iEntIndex
m_iEntireTeam
m_iEntity
m_iEvent
m_iExploitableByPlayer
m_iExtraPrimaryAmmo
m_iEyeHeight
m_iFOV
m_iFOVStart
m_iFilterClass
m_iFilterContext
m_iFilterInfectedClass
m_iFilterModel
m_iFilterName
m_iFilterName[0]
m_iFilterName[1]
m_iFilterName[2]
m_iFilterName[3]
m_iFilterName[4]
m_iFilterName[5]
m_iFilterName[6]
m_iFilterName[7]
m_iFilterName[8]
m_iFilterName[9]
m_iFilterTeam
m_iFrags
m_iFrameEnd
m_iFrameStart
m_iFreeSound
m_iGibCapacity
m_iGibMaterial
m_iGibModelIndex
m_iGibs
m_iGlobalname
m_iGlowState
m_iGlowType
m_iGoalSequence
m_iGravity
m_iGustDirChange
m_iHammerID
m_iHealth
m_iHealthMax
m_iHealthMin
m_iHideHUD
m_iHostagesRemaining
m_iIDStamp
m_iIKCounter
m_iInitialGlowState
m_iInitialTeamNum
m_iInitialWindDir
m_iInputFilter
m_iInstanceType
m_iIntegerValue
m_iInteractions
m_iLandmark
m_iLastRoutedFrame
m_iListCount
m_iMagnitude
m_iMaterialModel
m_iMaterialName
m_iMaxBreakableSize
m_iMaxBurstSize
m_iMaxGust
m_iMaxHealth
m_iMaxObjectsAttached
m_iMaxPieces
m_iMaxRagdollCount
m_iMaxWind
m_iMinBurstSize
m_iMinGust
m_iMinHealthDmg
m_iMinWind
m_iMode
m_iName
m_iNext
m_iNextKey
m_iNextLinkName
m_iNextPrimaryAttackIndex
m_iNextSecondaryAttackIndex
m_iNextStrongAttackIndex
m_iNightVisionScale
m_iNodeNumber
m_iNodeNumberMax
m_iNumBones
m_iNumBreakableChunks
m_iNumControlPoints
m_iNumTeamMembers
m_iObserverLastMode
m_iObserverMode
m_iOldGrav
m_iOutputID
m_iOverlayID
m_iOwner
m_iParameter
m_iParent
m_iParentAttachment
m_iPhysicsMode
m_iPing
m_iPlayer
m_iPlayerDeathBehavior
m_iPlayerLocked
m_iPlayerState
m_iPortalVersion
m_iPositionInterpolator
m_iPreviousPoints
m_iPrimaryAmmoCount
m_iPrimaryAmmoType
m_iPulseOption
m_iRadiusOverride
m_iRefName
m_iReloadHudHintCount
m_iRequestedWound1
m_iRequestedWound2
m_iRespawnFrames
m_iRopeMaterialModelIndex
m_iRotationInterpolator
m_iRoundState
m_iRoundTime
m_iRoundsWon
m_iSacrificeEscapees
m_iScavengeMatchScore
m_iScavengeTeamScore
m_iScore
m_iScreenHeight
m_iScreenWidth
m_iScriptedHUDFlags
m_iScriptedHUDInts
m_iScriptedHUDTimerMode
m_iSearchType
m_iSecondaryAmmoCount
m_iSecondaryAmmoType
m_iSeed
m_iServerControlPointAssignments
m_iServerPlayerCount
m_iServerRank
m_iServerSteamGroupID
m_iShakeOption
m_iShotsFired
m_iShotsRemaining
m_iShotsTaken
m_iShouldCompareToValue
m_iShovePenalty
m_iSolidity
m_iSoundContext
m_iSoundGear
m_iSoundLevel
m_iSoundType
m_iSpeakerDSPPreset
m_iSpread
m_iStartAttachment
m_iStartMusicType
m_iState
m_iStopWatchTimer
m_iStyle
m_iSubType
m_iSuicideCustomKillFlags
m_iSuitPlayNext
m_iSurvivorScore
m_iTankTickets
m_iTarget
m_iTargetFade
m_iTargetGameMaterial
m_iTargetInput
m_iTargetVolume
m_iTeam
m_iTeamBaseIcons
m_iTeamIcons
m_iTeamInZone
m_iTeamNum
m_iTeamOverlays
m_iTeamReqCappers
m_iTeleportStage
m_iTextureFrameIndex
m_iThrowGrenadeCounter
m_iTimeOfDay
m_iTimeout
m_iTimerToShowInHUD
m_iTotal
m_iTrack
m_iTrain
m_iTransitionDirection
m_iType
m_iUpdateCapHudParity
m_iUseRandomTime
m_iUsedBySurvivorsMask
m_iVersusDefibsUsed
m_iVersusDistancePerSurvivor
m_iVersusSurvivalMultiplier
m_iVersusSurvivorDeathDistance
m_iVersusTeam
m_iViewModelIndex
m_iVolume
m_iWarnOnCap
m_iWeaponID
m_iWeaponType
m_iWindSeed
m_iWinningTeam
m_iWinningTeamNumber
m_iWorldModelIndex
m_id
m_idrowndmg
m_idrownrestored
m_impactEnergyScale
m_inInitialPickup
m_inertiaFactor
m_inertiaScale
m_initialAngles
m_initialOwner
m_initialSpeed
m_initialTonguePullDir
m_initialstate
m_integrator
m_interval
m_isAlive
m_isAttemptingToPounce
m_isAutoCrouchEnabled
m_isCalm
m_isCarryable
m_isCharging
m_isCulling
m_isDormant
m_isDualWielding
m_isDying
m_isFallingFromLedge
m_isFinale
m_isGhost
m_isGoingToDie
m_isGoingToRoll
m_isHangingFromLedge
m_isHangingFromTongue
m_isHoldingAltFireButton
m_isHoldingFireButton
m_isIT
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m_isIncapacitated
m_isLeaping
m_isLocal
m_isLowAttack
m_isLunging
m_isMoving
m_isOn
m_isPlaying
m_isProneTongueDrag
m_isRelocating
m_isRescueDoor
m_isReversed
m_isRotating
m_isSpraying
m_isSurvivorTeamReadyTime
m_isTeamFrozen
m_isUsed
m_istalking
m_iszBasePropData
m_iszBinding
m_iszBounceSound
m_iszBreakableModel
m_iszCameraName
m_iszCaption
m_iszChapterTitle
m_iszCommentaryFile
m_iszCommentaryFileNoHDR
m_iszContext
m_iszControlPointNames[0]
m_iszControlPointNames[10]
m_iszControlPointNames[11]
m_iszControlPointNames[12]
m_iszControlPointNames[13]
m_iszControlPointNames[14]
m_iszControlPointNames[15]
m_iszControlPointNames[16]
m_iszControlPointNames[17]
m_iszControlPointNames[18]
m_iszControlPointNames[19]
m_iszControlPointNames[1]
m_iszControlPointNames[20]
m_iszControlPointNames[21]
m_iszControlPointNames[22]
m_iszControlPointNames[23]
m_iszControlPointNames[24]
m_iszControlPointNames[25]
m_iszControlPointNames[26]
m_iszControlPointNames[27]
m_iszControlPointNames[28]
m_iszControlPointNames[29]
m_iszControlPointNames[2]
m_iszControlPointNames[30]
m_iszControlPointNames[31]
m_iszControlPointNames[32]
m_iszControlPointNames[33]
m_iszControlPointNames[34]
m_iszControlPointNames[35]
m_iszControlPointNames[36]
m_iszControlPointNames[37]
m_iszControlPointNames[38]
m_iszControlPointNames[39]
m_iszControlPointNames[3]
m_iszControlPointNames[40]
m_iszControlPointNames[41]
m_iszControlPointNames[42]
m_iszControlPointNames[43]
m_iszControlPointNames[44]
m_iszControlPointNames[45]
m_iszControlPointNames[46]
m_iszControlPointNames[47]
m_iszControlPointNames[48]
m_iszControlPointNames[49]
m_iszControlPointNames[4]
m_iszControlPointNames[50]
m_iszControlPointNames[51]
m_iszControlPointNames[52]
m_iszControlPointNames[53]
m_iszControlPointNames[54]
m_iszControlPointNames[55]
m_iszControlPointNames[56]
m_iszControlPointNames[57]
m_iszControlPointNames[58]
m_iszControlPointNames[59]
m_iszControlPointNames[5]
m_iszControlPointNames[60]
m_iszControlPointNames[61]
m_iszControlPointNames[62]
m_iszControlPointNames[6]
m_iszControlPointNames[7]
m_iszControlPointNames[8]
m_iszControlPointNames[9]
m_iszDamageFilterName
m_iszDecal
m_iszDefaultAnim
m_iszDetailSpriteMaterial
m_iszEffectName
m_iszEndEntity
m_iszEnemyName
m_iszEventName
m_iszExcludedClass
m_iszFireballSprite
m_iszGameMode
m_iszGibModel
m_iszGroupMembers[0]
m_iszGroupMembers[10]
m_iszGroupMembers[11]
m_iszGroupMembers[12]
m_iszGroupMembers[13]
m_iszGroupMembers[14]
m_iszGroupMembers[15]
m_iszGroupMembers[1]
m_iszGroupMembers[2]
m_iszGroupMembers[3]
m_iszGroupMembers[4]
m_iszGroupMembers[5]
m_iszGroupMembers[6]
m_iszGroupMembers[7]
m_iszGroupMembers[8]
m_iszGroupMembers[9]
m_iszHeadPitchPoseParam
m_iszHeadYawPoseParam
m_iszHintTargetEntity
m_iszIcon_Offscreen
m_iszIcon_Onscreen
m_iszLaserTarget
m_iszLastTarget
m_iszLightingOrigin
m_iszListenFilter
m_iszMaster
m_iszMeasureTarget
m_iszMeleeWeapon
m_iszMessage
m_iszMixLayerName
m_iszModelName
m_iszMusicPostFix
m_iszName
m_iszNewTarget
m_iszOverlayNames
m_iszOverlayNames[0]
m_iszOverlayNames[1]
m_iszOverlayNames[2]
m_iszOverlayNames[3]
m_iszOverlayNames[4]
m_iszOverlayNames[5]
m_iszOverlayNames[6]
m_iszOverlayNames[7]
m_iszOverlayNames[8]
m_iszOverlayNames[9]
m_iszOverrideScript
m_iszParentAttachment
m_iszPattern
m_iszPhysicsDamageTableName
m_iszPlayerName
m_iszPoseParameterName
m_iszPostCommands
m_iszPreCommands
m_iszPropData
m_iszPropName
m_iszProxyEntityName
m_iszPuntSound
m_iszReplaceParm[0]
m_iszReplaceParm[1]
m_iszReplaceParm[2]
m_iszReplaceParm[3]
m_iszReplaceParm[4]
m_iszReplaceParm[5]
m_iszReplaceParm[6]
m_iszReplaceParm[7]
m_iszReplaceParm[8]
m_iszReplaceParm[9]
m_iszReplace_Key
m_iszResponseContext
m_iszResumeSceneFile
m_iszSceneFile
m_iszScenes[0]
m_iszScenes[10]
m_iszScenes[11]
m_iszScenes[12]
m_iszScenes[13]
m_iszScenes[14]
m_iszScenes[15]
m_iszScenes[1]
m_iszScenes[2]
m_iszScenes[3]
m_iszScenes[4]
m_iszScenes[5]
m_iszScenes[6]
m_iszScenes[7]
m_iszScenes[8]
m_iszScenes[9]
m_iszScriptId
m_iszScriptName
m_iszScriptThinkFunction
m_iszSentence
m_iszShootSound
m_iszSound
m_iszSoundMove
m_iszSoundMovePing
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m_iszSoundScriptName
m_iszSoundStart
m_iszSoundStop
m_iszSpawnObject
m_iszSpeakerName
m_iszSpeakers
m_iszSpriteName
m_iszStartEntity
m_iszStartingAnim
m_iszStartingWeapons
m_iszSurvivorConcept
m_iszSurvivorIntroSequence
m_iszSurvivorName
m_iszTarget1
m_iszTarget2
m_iszTarget3
m_iszTarget4
m_iszTarget5
m_iszTarget6
m_iszTarget7
m_iszTarget8
m_iszTargetAttachment
m_iszTemplate
m_iszTemplateEntityNames[0]
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m_iszTemplateEntityNames[11]
m_iszTemplateEntityNames[12]
m_iszTemplateEntityNames[13]
m_iszTemplateEntityNames[14]
m_iszTemplateEntityNames[15]
m_iszTemplateEntityNames[1]
m_iszTemplateEntityNames[2]
m_iszTemplateEntityNames[3]
m_iszTemplateEntityNames[4]
m_iszTemplateEntityNames[5]
m_iszTemplateEntityNames[6]
m_iszTemplateEntityNames[7]
m_iszTemplateEntityNames[8]
m_iszTemplateEntityNames[9]
m_iszTracerType
m_iszVScripts
m_iszValue
m_iszViewPosition
m_iszViewTarget
m_iszWarnSound
m_iszWeaponClassName
m_iszWeaponName
m_iszWeaponToSpawn
m_itTimer
m_itemCount
m_jockeyAttacker
m_jockeyDesiredMove
m_jockeyRotatedDesire
m_jockeyVictim
m_jumpSupressedUntil
m_knockdownReason
m_knockdownTimer
m_ladderSurfaceProps
m_landmarkName
m_lastAcceleration
m_lastDamage
m_lastDamageAmount
m_lastForce
m_lastLadderNormal
m_lastSpeed
m_lastTime
m_lastUpdate
m_lastUpdateTickCount
m_lastUsed
m_leapAgainTimer
m_leapStartTime
m_length
m_lesson
m_levelTime
m_life
m_lifeState
m_lineOfScrimmageAngle
m_lineOfScrimmagePos
m_linear
m_linearForce
m_linearForceAngles
m_linearLimit
m_linearLimitDelta
m_linearLimitStart
m_linearLimitStartTime
m_linearLimitTime
m_linearSave
m_linearScale
m_list
m_listenServerHost
m_loadTime
m_loadingProgress
m_localOrigin
m_localTestAxis
m_location
m_lookTarget
m_lookatPlayer
m_looktime
m_lookupFilename
m_lowAttackDurationTimer
m_ls
m_ls.sLockedSound
m_ls.sUnlockedSound
m_lungeAgainTimer
m_lungeStartTime
m_mainSequenceStartTime
m_mapName
m_massScale
m_maxDeadDuration
m_maxDrawDistance
m_maxForce
m_maxHealth
m_maxInterval
m_maxPitch
m_maxRange
m_maxSpeed
m_maxThrottle
m_maxTorque
m_maxYaw
m_meleeSwingTimer
m_messageText
m_minHitPoints
m_minHitPointsToCommit
m_minInterval
m_minLength
m_minPitch
m_minSpeed
m_minTeleportDistance
m_missionAccuracy
m_missionAdrenalinesUsed
m_missionAwardCounts
m_missionBoomerBilesUsed
m_missionDamageTaken
m_missionDeaths
m_missionDefibrillatorsUsed
m_missionDuration
m_missionFirstAidShared
m_missionHeadshotAccuracy
m_missionIncaps
m_missionMedkitsUsed
m_missionMeleeKills
m_missionMolotovsUsed
m_missionPillsUsed
m_missionPipebombsUsed
m_missionReviveOtherCount
m_missionSurvivorDamage
m_missionWipes
m_missionZombieKills
m_mobRush
m_modelIndex
m_motor
m_moveDistance
m_movementSoundName
m_movementStartSpeed
m_movementStartTime
m_movementStartZ
m_movementType
m_music
m_nActivity
m_nAmount
m_nAnimationParity
m_nAttachIndex
m_nAttachment
m_nAttachmentIndex
m_nAutomatedAction
m_nBeamFlags
m_nBeamType
m_nBeverageType
m_nBlockType
m_nBody
m_nBoostTimeLeft
m_nBrightness
m_nButtons
m_nCase[0]
m_nCase[10]
m_nCase[11]
m_nCase[12]
m_nCase[13]
m_nCase[14]
m_nCase[15]
m_nCase[1]
m_nCase[2]
m_nCase[3]
m_nCase[4]
m_nCase[5]
m_nCase[6]
m_nCase[7]
m_nCase[8]
m_nCase[9]
m_nChangeCount
m_nCharacterType
m_nColor
m_nCount
m_nCurrent
m_nCurrentIndex
m_nDamage
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m_nData
m_nDensity
m_nDepletionCount
m_nDestBrightness
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m_nDirCurrent
m_nDirNoise
m_nDirTarget
m_nDisappearMaxDist
m_nDisappearMinDist
m_nDissolveType
m_nDropModel
m_nDrownDmgRate
m_nDuckJumpTimeMsecs
m_nDuckTimeMsecs
m_nEffects
m_nEndEntity
m_nEntity
m_nFModType
m_nFOV
m_nFadeLength
m_nFallenFlags
m_nFilterType
m_nFireType
m_nFlags
m_nFlameFromAboveModelIndex
m_nFlameModelIndex
m_nForceBone
m_nFragility
m_nFrameRate
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m_nGlowRange
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m_nGlowSpriteIndex
m_nHaloIndex
m_nHaloSprite
m_nHardwareType
m_nHasBoost
m_nHitBox
m_nHitbox
m_nHitboxSet
m_nHoldBase
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m_nHorizontalSize
m_nIdealSequence
m_nIgnoredEntityNames[0]
m_nIgnoredEntityNames[10]
m_nIgnoredEntityNames[11]
m_nIgnoredEntityNames[12]
m_nIgnoredEntityNames[13]
m_nIgnoredEntityNames[14]
m_nIgnoredEntityNames[15]
m_nIgnoredEntityNames[1]
m_nIgnoredEntityNames[2]
m_nIgnoredEntityNames[3]
m_nIgnoredEntityNames[4]
m_nIgnoredEntityNames[5]
m_nIgnoredEntityNames[6]
m_nIgnoredEntityNames[7]
m_nIgnoredEntityNames[8]
m_nIgnoredEntityNames[9]
m_nImpulse
m_nIndex
m_nInterruptCount
m_nJumpTimeMsecs
m_nLastButtonState
m_nLastShuffleCase
m_nLastSpeed
m_nLastThinkTick
m_nLayer
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m_nLifeTime
m_nLifetime
m_nLogicBranchNames[0]
m_nLogicBranchNames[10]
m_nLogicBranchNames[11]
m_nLogicBranchNames[12]
m_nLogicBranchNames[13]
m_nLogicBranchNames[14]
m_nLogicBranchNames[15]
m_nLogicBranchNames[1]
m_nLogicBranchNames[2]
m_nLogicBranchNames[3]
m_nLogicBranchNames[4]
m_nLogicBranchNames[5]
m_nLogicBranchNames[6]
m_nLogicBranchNames[7]
m_nLogicBranchNames[8]
m_nLogicBranchNames[9]
m_nLookAtName
m_nMagnitude
m_nMaterial
m_nMaxCPULevel
m_nMaxDist
m_nMaxGPULevel
m_nMaxGibModelFrame
m_nMaxRemapVal
m_nMaxSquadmatesPerEnemy
m_nMeasureType
m_nMinCPULevel
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m_nMinGPULevel
m_nMinRemapVal
m_nModelIndex
m_nModifyMode
m_nMoveSoundMaxPitch
m_nMoveSoundMinPitch
m_nMuzzleFlashParity
m_nNPCButtons
m_nNewSequenceParity
m_nNextThinkTick
m_nNoise
m_nNumBeamEnts
m_nNumBrokenPanes
m_nNumCrateHudHints
m_nNumCrouches
m_nNumHigh
m_nNumWide
m_nOccluderIndex
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m_nOldTakeDamage
m_nOrder
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m_nOverlaySize
m_nPanelName
m_nPendingSequence
m_nPhysgunState
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m_nPlasmaModelIndex2
m_nPlayer
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m_nPoints
m_nPoisonDmg
m_nPoisonRestored
m_nPrecipType
m_nPrevNPCButtons
m_nPriority
m_nQuadError
m_nQueuedAttack
m_nRPM
m_nRadius
m_nRandomization
m_nRenderFX
m_nRenderMode
m_nResetEventsParity
m_nReversed
m_nRotationAxis
m_nRoundLimit
m_nRoundNumber
m_nRoundSetupTimeRemaining
m_nScannerDisabledVehicle
m_nScannerDisabledWeapons
m_nScavengeItemsGoal
m_nScavengeItemsRemaining
m_nSceneStringIndex
m_nSegments
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m_nSpotlightTextureFrame
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m_nStartBrightness
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m_nWindYaw
m_nameAttach
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m_netlookupFilename
m_newTargetName
m_next
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m_nextShake
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m_noGhostCollision
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m_pNextKey
m_pOnCommentaryStarted
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m_pOutputAnimBegun
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m_pOutputForce
m_pOutputOnFailedSpawn
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m_pPostKeyFrame
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m_pStateSound
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m_pTargetKeyFrame
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m_postProcessName
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m_ragdoll.list[0].originParentSpace
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m_ragdoll.list[10].originParentSpace
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m_ragdoll.list[11].originParentSpace
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m_ragdoll.list[12].originParentSpace
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m_ragdoll.list[13].originParentSpace
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m_ragdoll.list[14].originParentSpace
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m_ragdoll.list[15].originParentSpace
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m_ragdoll.list[16].originParentSpace
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m_ragdoll.list[17].originParentSpace
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m_ragdoll.list[1].originParentSpace
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m_ragdoll.list[20].originParentSpace
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m_ragdoll.list[23].originParentSpace
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m_skybox3d.fog.HDRColorScale
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m_skybox3d.fog.maxdensity
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m_skyboxData.fog.HDRColorScale
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m_skyboxData.fog.start
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m_strMapSetScriptName
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m_tongueVictimPositionTime
m_tongueVictimTimer
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m_turboTimer
m_turnClockwise
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m_ubEFNoInterpParity
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m_uchBackColor[2]
m_uchFrontColor[0]
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m_uchFrontColor[2]
m_uchShuffleCaseMap
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m_upgradeBitVec
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m_vAngles
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m_vOriginalMaxs
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m_vOriginalSpawnAngles
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m_vServerControlPoints
m_vSpotlightCurrentPos
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m_vULVertex
m_vURVertex
m_vWind
m_value
m_vecAbsOrigin
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m_vecAdditionalPVSOrigin
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m_vecAngle1
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m_vecAttach
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m_vecBaseVelocity
m_vecBlockerOrigin
m_vecCameraPVSOrigin
m_vecCenter
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m_vecCurrentExitEndPoint
m_vecDamageForce
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m_vecEyeExitEndpoint
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m_vecFinishAngles
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m_vecForce
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m_vecGunCrosshair
m_vecLadderDir
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m_vecLastFacing
m_vecMaxs
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m_vecOriginalAngles
m_vecOverViewpoint
m_vecPlayerMountPositionBottom
m_vecPlayerMountPositionTop
m_vecPoints
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m_vecPosition1
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m_vecPreviouslyPredictedOrigin
m_vecPunchAngle
m_vecPunchAngleVel
m_vecPushDir
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m_vecReportedPosition
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m_vecTargetPosition
m_vecTeleportOrigin
m_vecVelocity
m_vecVelocity[0]
m_vecVelocity[1]
m_vecVelocity[2]
m_vecViewOffset
m_vecViewOffset[0]
m_vecViewOffset[1]
m_vecViewOffset[2]
m_vecWaterJumpVel
m_vehicleScript
m_vehicleSounds
m_viewtarget
m_vocalizationSubject
m_vocalizationSubjectTimer
m_voicePitch
m_volume
m_vomitFadeStart
m_vomitStart
m_votesNo
m_votesYes
m_wanderrage
m_wantsToPlay
m_waterLevel
m_weaponCount
m_weaponID
m_weaponNames
m_wheelBaseHeight
m_wheelCount
m_wheelPosition
m_wheelRotation
m_wheelTotalHeight
m_windRadius
m_worldGoalAxis
m_xaxis
m_xfriction
m_xmax
m_xmin
m_yardLineAngles
m_yardLinePos
m_yaxis
m_yfriction
m_ymax
m_ymin
m_zfriction
m_zmax
m_zmin
m_zombieClass
m_zombieState
machete
machinegun
magic
magnetted_objects_t
magnitude
main: %s, cycle: %.2f\n
maintain position along path
male cat
mamamamamama
manual
map %s\n
map/mapcommand
map/mapname
map_background
map_commentary
map_name
map_showspawnpoints
map_transition
mapcycle.txt
mapcyclefile
mapname
maps%c%s_entities.txt
maps%c%s_entities_%s.txt
maps/
maps/%s
maps/%s.txt
maps/%s_commentary.txt
maps/%s_selected_%4.4d.txt
maps/*.bsp
maps/*_selected_*.txt
maps/cfg/%s.cfg
maps\%s.bsp
maps\%s.nav
mapspawn
mapupdate
mark
marker
mask
mass %.1f
mass ratio %.4f:%.4f\n
massScale
massoverride
massscale
master
master fog controller is %s - start: %.0f end: %.0f density: %.0f fog Z: %.0f\n
master volume
matEntityToTemplate
mat_fullbright
mat_hdr_level
mat_hdr_manual_tonemap_rate
mat_hdr_tonemapscale
mat_queue_mode
mat_reloadallmaterials\n
matched, weight %4.2f (s %4.2f x c %4.2f)
material
materialName
materialVar
material_modify_control
materialize
materials/%s
materials/%s%s.vmt
materials/vgui/%s/%s
materials/vgui/%s/*.vmt
materialtable
math_colorblend
math_counter
math_remap
matrix
matrix_array
max number of rounds to play before server changes maps
max ragdoll count: %d
max speed: %g
maxAngerRange
maxAngular
maxDampAngular
maxDampSpeed
maxDeadDuration
maxSpeed
maxThenAnyDispatchDist
max_health
max_particles
max_range
max_speed
max_val
maxburstdelay
maxburstsize
maxcpulevel
maxdensity
maxdensityLerpTo
maxdirectedspeed
maxfalloff
maxgpulevel
maxgust
maxgustdelay
maximum draw distance
maximum sim tick rate
maximum time step
maxlight
maxobjects
maxoccludeearea
maxpieces
maxplayers
maxpropscreenwidth
maxs
maxslidetime
maxspeed
maxweight
maxwind
measuretarget
medic
medium car
medkit
melee
melee attack failed - !IsWeaponVisible()\n
melee attack failed - !player->CanAttack()\n
meleeWeapon
meleeWeaponName
melee_collateral_shove_count
melee_combo_reset_time
melee_dump_weapons_server
melee_force_scalar
melee_force_scalar_combat_character
melee_hit
melee_hit_world
melee_immune
melee_kill
melee_miss
melee_only
melee_range
melee_reload_info_server
melee_script_name
melee_show_swing
melee_weapon
meleeweapon
meleeweaponinfo
meleeweapons
mem_dump\n
mem_test_every_n_seconds 0\n
mem_test_every_n_seconds 30\n
memorylog_mem_dump 1\n
memorylog_tick 20\n
menuselect
message
message_box
messageattenuation
messagesound
messagevolume
metal
method
mfff.
mffffff.
minAngerRange
minBlendRate
minDeadDuration
minSpeed
minStateTime
min_speed
min_speed_change
min_time
minburstdelay
minburstsize
mincpulevel
mindirectedspeed
minfalloff
mingpulevel
mingust
mingustdelay
minhealthdmg
minigun
minigun should atomize zombies
minigun_horizontal
minigun_vertical
minimum CPU level
minimum GPU level
minimum free particles to aggregate
minimum percent of maximum common dps required to start scaling down spit damage
minimum rendered frames
minimum scale to apply to spit damage when common dps is near max
minimum sim tick rate
minimum simulation time step
minlength
minlight
minoccluderarea
minpropscreenwidth
mins
minslidetime
minspeed
minute
minwind
misc1
misc2
misc3
misc4
mission
missionIDSpawnedOn
missionReviveCount
missionSurvivorDamage
missionZombieKills
mission_lost
mix_dynamic_cull_max_CI_emitters
mix_dynamic_debug_CI
mix_dynamic_max_CI_emitters
mix_dynamic_num_attack_vox_CI
mmamammmmammamamaaamammma
mmmaaaabcdefgmmmmaaaammmaamm
mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
mmmmmaaaaammmmmaaaaaabcdefgabcdefg
mmnmmommommnonmmonqnmmo
mmnnmmnnnmmnn
mob_only
mobs
mod_load_showstall
model
modelName
modelgroup
modelindex
modelname
models/
models/%s
models/%s.mdl
models/airboat.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/brokenglass_piece.mdl
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/can.mdl
models/error.mdl
models/extras/info_speech.mdl
models/germangibs.mdl
models/germanygibs.mdl
models/gibs/agibs.mdl
models/gibs/hgibs.mdl
models/infected/%s.mdl
models/infected/boomer.mdl
models/infected/boomette.mdl
models/infected/charger.mdl
models/infected/cim_faceplate.mdl
models/infected/cim_fallen_survivor_pocket01.mdl
models/infected/cim_fallen_survivor_pocket02.mdl
models/infected/cim_fallen_survivor_pocket03.mdl
models/infected/cim_riot_faceplate.mdl
models/infected/common_01.mdl
models/infected/common_male_jimmy.mdl
models/infected/common_male_tshirt_cargos.mdl
models/infected/common_police_male01.mdl
models/infected/gibs/gibs.mdl
models/infected/hulk.mdl
models/infected/hunter.mdl
models/infected/jockey.mdl
models/infected/limbs/%s.mdl
models/infected/limbs/exploded_boomer.mdl
models/infected/limbs/exploded_boomer_head.mdl
models/infected/limbs/exploded_boomer_rarm.mdl
models/infected/limbs/exploded_boomer_steak1.mdl
models/infected/limbs/exploded_boomer_steak2.mdl
models/infected/limbs/exploded_boomer_steak3.mdl
models/infected/limbs/exploded_boomette.mdl
models/infected/smoker.mdl
models/infected/smoker_tongue_attach.mdl
models/infected/spitter.mdl
models/infected/witch.mdl
models/infected/witch_bride.mdl
models/items/l4d_gift.mdl
models/props/terror/ammo_stack.mdl
models/props/terror/exploding_ammo.mdl
models/props/terror/incendiary_ammo.mdl
models/props_debris/concrete_chunk01a.mdl
models/props_destruction/general_dest_plaster_set.mdl
models/props_equipment/oxygentank01.mdl
models/props_foliage/tree_trunk.mdl
models/props_junk/dieselcan.mdl
models/props_junk/explosive_box001.mdl
models/props_junk/gascan001a.mdl
models/props_junk/gnome.mdl
models/props_junk/propanecanister001a.mdl
models/props_plants/claypot03.mdl
models/props_urban/plastic_chair001_debris.mdl
models/survivors/%s.mdl
models/survivors/survivor_
models/survivors/survivor_biker.mdl
models/survivors/survivor_biker_light.mdl
models/survivors/survivor_coach.mdl
models/survivors/survivor_gambler.mdl
models/survivors/survivor_manager.mdl
models/survivors/survivor_manager_light.mdl
models/survivors/survivor_mechanic.mdl
models/survivors/survivor_namvet.mdl
models/survivors/survivor_producer.mdl
models/survivors/survivor_teenangst.mdl
models/survivors/survivor_teenangst_light.mdl
models/w_models/Weapons/w_eq_medkit.mdl
models/w_models/Weapons/w_eq_painpills.mdl
models/w_models/Weapons/w_eq_pipebomb.mdl
models/w_models/Weapons/w_laser_sights.mdl
models/w_models/weapons/50cal.mdl
models/w_models/weapons/w_HE_grenade.mdl
models/w_models/weapons/w_cola.mdl
models/w_models/weapons/w_eq_bile_flask.mdl
models/w_models/weapons/w_eq_defibrillator.mdl
models/w_models/weapons/w_eq_defibrillator_no_paddles.mdl
models/w_models/weapons/w_eq_defibrillator_paddles.mdl
models/w_models/weapons/w_eq_molotov.mdl
models/w_models/weapons/w_eq_pipebomb.mdl
models/w_models/weapons/w_minigun.mdl
models/weapons/w_bullet.mdl
models/weapons/w_shield.mdl
modelsounds.cache
modifiedconvars_t
modify
modify_entity
molotov
molotov_explosion
molotov_groundfire
molotov_projectile
molotov_thrown
momentary_door
momentary_rot_button
month
more...
motd
motd.txt
motd_enabled
motdfile
motiondisabled
mounted_gun_cooldown_time
mounted_gun_mount_cooldown_time
mounted_gun_overheat_penalty_time
mounted_gun_overheat_time
mounted_gun_overheated
mounted_gun_rate_of_fire
mounted_gun_start
move
move_keyframed
move_rope
move_rope has TextureScale greater than 10 at (%2.2f, %2.2f, %2.2f)\n
move_rope has TextureScale less than 0.1 at (%2.2f, %2.2f, %2.2f)\n
move_x
move_x: %3.2f   move_y: %3.2f
move_y
movecollide
movedir
movementsound
moveparent
moveto
movetype
mp_allowNPCs
mp_allowspectators
mp_autocrosshair
mp_autokick
mp_autoteambalance
mp_blockstyle
mp_bonusroundtime
mp_buytime
mp_c4timer
mp_capdeteriorate_time
mp_capstyle
mp_chattime
mp_clan_ready_signal
mp_clan_readyrestart
mp_defaultteam
mp_disable_autokick
mp_disable_respawn_times
mp_enableroundwaittime
mp_facefronttime
mp_fadetoblack
mp_falldamage
mp_feetmaxyawrate
mp_feetyawrate
mp_feetyawrate_max
mp_flashlight
mp_footsteps
mp_forcecamera
mp_forcerespawn
mp_forcerespawnplayers
mp_forcewin
mp_fraglimit
mp_freezetime
mp_friendlyfire
mp_gamemode
mp_humanteam
mp_ik
mp_limitteams
mp_logdetail
mp_maxrounds
mp_playerid
mp_playerid_delay
mp_playerid_hold
mp_respawnwavetime
mp_restartgame
mp_restartgame 1\n
mp_restartround
mp_roundlimit
mp_roundtime
mp_scrambleteams
mp_showcleanedupents
mp_showgestureslots
mp_showroundtransitions
mp_slammoveyaw
mp_spawnprotectiontime
mp_stalemate_at_timelimit
mp_stalemate_enable
mp_stalemate_timelimit
mp_startmoney
mp_switchteams
mp_teamlist
mp_teamoverride
mp_teamplay
mp_teams_unbalance_limit
mp_timelimit
mp_tkpunish
mp_tournament
mp_tournament_restart
mp_waitingforplayers_cancel
mp_waitingforplayers_restart
mp_waitingforplayers_time
mp_weapon_ak47_price
mp_weapon_aug_price
mp_weapon_awp_price
mp_weapon_deagle_price
mp_weapon_elite_price
mp_weapon_famas_price
mp_weapon_fiveseven_price
mp_weapon_g3sg1_price
mp_weapon_galil_price
mp_weapon_glock_price
mp_weapon_m249_price
mp_weapon_m3_price
mp_weapon_m4a1_price
mp_weapon_mac10_price
mp_weapon_mp5navy_price
mp_weapon_p228_price
mp_weapon_p90_price
mp_weapon_scout_price
mp_weapon_sg550_price
mp_weapon_sg552_price
mp_weapon_tmp_price
mp_weapon_ump45_price
mp_weapon_usp_price
mp_weapon_xm1014_price
mp_weaponstay
mp_winlimit
mulletTongue
multi_manager
multiplayer_break
multiplayerendgame
multiplayerendgame cheat
multiple_connections
multisource
music
music_bank_max_duration
music_bank_min_duration
music_calm_min_interval
music_dynamic_CI_sight_decay
music_dynamic_PZ_BPM
music_dynamic_PZ_interval_randmultmax
music_dynamic_SI_close_distmax
music_dynamic_SI_far_distmin
music_dynamic_SI_inrange_distmax
music_dynamic_action_decay
music_dynamic_ambient_decay
music_dynamic_ambient_in_max
music_dynamic_ambient_in_min
music_dynamic_ambient_out_max
music_dynamic_ambient_out_min
music_dynamic_ambient_vol_min_alert
music_dynamic_attack_CI_close_decay
music_dynamic_attack_CI_close_distmax
music_dynamic_attack_CI_distmax
music_dynamic_attack_CI_near_decay
music_dynamic_attack_CI_near_distmax
music_dynamic_attack_CI_num
music_dynamic_attack_CI_veryclose_decay
music_dynamic_attack_CI_veryclose_distmax
music_dynamic_calm_decay
music_dynamic_damage_decay
music_dynamic_damage_duck_damage_max
music_dynamic_damage_duck_damage_min
music_dynamic_damage_duck_max
music_dynamic_damage_duck_min
music_dynamic_damage_increment
music_dynamic_debug
music_dynamic_dodamage_decay
music_dynamic_dodamage_increment
music_dynamic_gunfire_decay
music_dynamic_gunfire_increment
music_dynamic_gunfireslow_decay
music_dynamic_gunfireslow_increment
music_dynamic_mob_action_close_max
music_dynamic_mob_action_close_min
music_dynamic_mob_action_decay
music_dynamic_mob_action_increment
music_dynamic_mob_action_max
music_dynamic_mob_action_min
music_dynamic_mob_choir_BPM
music_dynamic_mob_choir_interval_beats
music_dynamic_mob_choir_interval_randmultmax
music_dynamic_mob_damage_max
music_dynamic_mob_damage_min
music_dynamic_mob_decay
music_dynamic_mob_increment
music_dynamic_mob_large
music_dynamic_mob_max
music_dynamic_mob_med
music_dynamic_mob_min
music_dynamic_mob_small
music_dynamic_on
music_dynamic_scavenge_beat
music_dynamic_solosuccess_damagemin
music_dynamic_solosuccess_decay
music_dynamic_solosuccess_increment
music_dynamic_specials_interval_beats
music_dynamic_threat_decay
music_dynamic_update_interval
music_dynamic_witch_alert_interval
music_dynamic_witch_near_max
music_dynamic_witch_near_min
music_intensity_override
music_intensity_threshold
music_large_area_reveal_repeat_threshold
music_large_area_reveal_threshold
music_manager
music_min_pending_threat_time
music_min_safe_time
music_moment_of_silence_repeat_interval
music_moment_of_silence_start_delay
musicpostfix
mutation
mutation12
mutation14
mutation15
mutation5
mutation7
mutation8
muzzle
muzzle_flash
nI0f
nObjects
nSaved
nZ0f
name
name "%s"
nameindex
nav_add_to_selected_set
nav_add_to_selected_set_by_id
nav_analyze
nav_analyze_scripted
nav_area_bgcolor
nav_area_max_size
nav_auto_build_area
nav_avoid
nav_begin_area
nav_begin_deselecting
nav_begin_drag_deselecting
nav_begin_drag_selecting
nav_begin_selecting
nav_begin_shift_xy
nav_blocked
nav_blockers_can_affect_flow
nav_build_ladder
nav_check_file_consistency
nav_check_floor
nav_check_floor took %2.2f ms\n
nav_check_stairs
nav_chop_selected
nav_clear_attribute
nav_clear_selected_set
nav_clear_walkable_marks
nav_compress_id
nav_connect
nav_coplanar_slope_limit
nav_coplanar_slope_limit_displacement
nav_cordon_flow_target
nav_corner_adjust_adjacent
nav_corner_lower
nav_corner_place_on_ground
nav_corner_raise
nav_corner_select
nav_create_area_at_feet
nav_create_place_on_ground
nav_crouch
nav_debug_blocked
nav_debug_finale_area
nav_delete
nav_delete_marked
nav_disconnect
nav_displacement_test
nav_dont_hide
nav_drag_selection_volume_zmax_offset
nav_drag_selection_volume_zmin_offset
nav_draw_limit
nav_edit
nav_end_area
nav_end_deselecting
nav_end_drag_deselecting
nav_end_drag_selecting
nav_end_selecting
nav_end_shift_xy
nav_fix_playerclips
nav_flood_select
nav_flood_select_tolerance
nav_flow_max_survivor_climb_height
nav_flow_max_survivor_drop_height
nav_flow_target
nav_fog_edit
nav_fog_mark
nav_fog_pick
nav_fog_set
nav_fog_set 
nav_fog_set %s
nav_gen_cliffs_approx
nav_generate
nav_generate_fencetops
nav_generate_fixup_jump_areas
nav_generate_incremental
nav_generate_incremental_range
nav_generate_incremental_tolerance
nav_jump
nav_ladder_flip
nav_load
nav_lower_drag_volume_max
nav_lower_drag_volume_min
nav_lying_down_percent
nav_make_sniper_spots
nav_mark
nav_mark_attribute
nav_mark_unnamed
nav_mark_walkable
nav_max_auto_area_size
nav_max_view_distance
nav_max_vis_delta_list_length
nav_merge
nav_merge_mesh
nav_merge_mesh: Out of memory\n
nav_no_hostages
nav_no_jump
nav_obscure_range
nav_place_floodfill
nav_place_list
nav_place_pick
nav_place_replace
nav_place_set
nav_potentially_visible_dot_tolerance
nav_precise
nav_print_visibility_info
nav_print_visible_set_counts
nav_progress
nav_quicksave
nav_raise_drag_volume_max
nav_raise_drag_volume_min
nav_recall_selected_set
nav_recompute_flow
nav_recompute_flow_optimization
nav_remove_from_selected_set
nav_remove_jump_areas
nav_run
nav_save
nav_save_history
nav_save_selected
nav_select_blocked_areas
nav_select_completely_visible
nav_select_damaging_areas
nav_select_half_space
nav_select_invalid_areas
nav_select_obstructed_areas
nav_select_overlapping
nav_select_partially_visible
nav_select_radius
nav_select_stairs
nav_select_threat
nav_select_view_distance
nav_select_visible_set_size
nav_selected_set_border_color
nav_selected_set_color
nav_set_place_mode
nav_shift
nav_show_approach_points
nav_show_area_info
nav_show_compass
nav_show_connectionblockers
nav_show_danger
nav_show_ladder_bounds
nav_show_light_intensity
nav_show_node_grid
nav_show_node_id
nav_show_nodes
nav_show_player_area
nav_show_player_counts
nav_simplify_selected
nav_simplify_selected only works on the selected set\n
nav_slope_limit
nav_slope_tolerance
nav_snap_to_grid
nav_solid_props
nav_splice
nav_split
nav_split_place_on_ground
nav_stand
nav_stop
nav_store_selected_set
nav_strip
nav_subdivide
nav_test_node
nav_test_node_crouch
nav_test_node_crouch_dir
nav_test_stairs
nav_test_visibility
nav_toggle_deselecting
nav_toggle_in_selected_set
nav_toggle_place_mode
nav_toggle_place_painting
nav_toggle_selected_set
nav_toggle_selecting
nav_transient
nav_trouble_report
nav_trouble_report_corner_to_corner
nav_trouble_report_invalid
nav_trouble_report_suggestions
nav_trouble_test_area
nav_trouble_test_debug_duration
nav_trouble_walkable_backtrace
nav_unmark
nav_unmark; nav_mark %d; nav_warp_to_mark;\n
nav_unmark; nav_mark ladder %d; nav_warp_to_mark\n
nav_update_blocked
nav_update_blocked took %2.2f ms\n
nav_update_lighting
nav_update_visibility_on_edit
nav_use_place
nav_use_place 
nav_use_place %s
nav_walk
nav_warp_to_mark
nav_world_center
navareas
navprop
nb_acceleration
nb_allow_avoiding
nb_allow_climbing
nb_allow_gap_jumping
nb_assault
nb_avoid
nb_avoid_interval
nb_blind
nb_chase_lead_time
nb_command
nb_debug
nb_debug_climbing
nb_debug_filter
nb_debug_history
nb_debug_history 0
nb_delete_all
nb_direct_chase_nav_check
nb_dump_debug_history
nb_force_look_at
nb_friction_forward
nb_friction_sideways
nb_goal_look_ahead_range
nb_gravity
nb_head_aim_settle_duration
nb_head_aim_steady_max_rate
nb_ladder_align_range
nb_lean_forward_accel
nb_lean_max_angle
nb_lean_rate
nb_move_to_cursor
nb_move_to_position
nb_path_draw_inc
nb_path_segment_influence_radius
nb_player_crouch
nb_player_move
nb_player_move_direct
nb_player_stop
nb_player_walk
nb_rush
nb_saccade_speed
nb_saccade_time
nb_select
nb_speed_look_ahead_range
nb_stop
nb_stuck_dump_display
nb_stuck_dump_display 
nb_stuck_dump_display logs/%s
nb_stuck_dump_filter_entindex
nb_stuck_dump_filter_identifier
nb_stuck_dump_filter_min_duration
nb_stuck_dump_filter_time_end
nb_stuck_dump_filter_time_start
nb_stuck_dump_show_details
nb_stuck_dump_threshold
nb_update_debug
nb_update_framelimit
nb_update_frequency
nb_update_maxslide
nb_vision_ignore_survivors
nb_vision_notice_hidden_range
nb_warp_selected_here
nb_yaw_rate
nearby area is %d\n
nearz
needbackup
negative
networkid
newDifficulty
new_apc_arrive_relay
newname
newtarget
newunit
next
next_scavenge_cluster
nextlevel
nextmap
nextthink
nffffff.
nick
nmonqnmomnmomomno
no bot under crosshairs
no such entity %s\n
no usable entity found
no_cs_weapons
no_female_boomers
no_mobs
nobody
noclimb
noclip
noclip OFF\n
noclip ON\n
noclip_fixup
nodamageforces
node_viewer_fly
node_viewer_human
node_viewer_large
nodmgforce
nogibshadows
noise
noise1
noise2
nolistrepeats
non-entity blocked area %d\n
non_melee_fired
non_pistol_fired
non_walkable_connections
none
norepeat
normal
normal.x
normal.y
normal.z
noscene
not 
not_clearable
notarget
notarget OFF\n
notarget ON\n
nothreat
notsolid
nozzle
npc_bullseye
npc_height_adjust
npc_vphysics
null
numblocks
numflexsettings
numindexes
numkeys
numsettings
nv_m_CIDamageDuck
nv_m_CIDamageMob
nv_m_ambientVolume
nv_m_inCheckpoint
nv_m_witchRage
nv_m_zombatMusic2
nv_m_zombatMusic3
oX0f
objective
obscured
obsolete1
obsolete2
obstruction%i
occludernumber
odds
offer_tank
offline
offset
oldDifficulty
old_radiusdamage
oldname
oldteam
onbreak
oneshot
onfirstimpact
onlaunch
only_breakable_by
onpickup
onplayerdeath
onworldimpact
opacity
open
opendir
operators
optional
orientation
orientationtype
orig_query
origin
orphan
oscillate_scalar
oscillate_vector
other: %s\n
out of order tags : %s : (%s:%s:%s)\n
out1
out2
output: (%s,%s) -> (%s,%s)\n
output: (%s,%s) -> (%s,%s,%.1f)\n
outtro_stats_done
overlapping_areas
overlay_vars
overlaycolor
overlaymaterial
overlaysize
overridescript
overview
owner
ox f
oxygentank
oy f
pA8CAmmoDef
pConstraint
pGears
pLt4
pWorldObject
pain_pills
pain_pills_decay_rate
pain_pills_health_threshold
pain_pills_health_value
paintsplat
panelname
panic_event_finished
parameter
params
parentattachment
parentname
particle/SmokeStack.vmt
particle/beam_smoke_01.vmt
particle/particle_smokegrenade
particle/sparkles
particleSystemDefinitions
particle_system
particle_test_attach_attachment
particle_test_attach_mode
particle_test_file
particle_test_start
particle_test_stop
particles/particles_manifest.txt
particlesystem_created
path is too long to transmit
path_corner
path_corner_crash
path_track
pattern
penny
percent damage taken by the tank from the autoshotgun
percent increase in damage done to the tank by grenade launcher
perf_fire_bullet_firstpredictedonly
perf_fire_bullet_single
permitrepeats
permitresponses
phoneme
phonemes
phonemes_strong
phonemes_weak
phys2_debug_dump_entities
phys2_load
phys2_ragdoll_clamp_angular_velocity
phys2_ragdoll_clamp_linear_velocity
phys2_ragdoll_create_constraints
phys2_ragdoll_force_magnitude
phys2_ragdoll_log
phys2_ragdoll_torque_magnitude
phys2_ragdoll_velocity
phys2_save
phys2_save_server
phys2_shoot
phys2_shoot_speed
phys_ballsocket
phys_bone_follower
phys_constraint
phys_constraintsystem
phys_convert
phys_explosion_force
phys_hinge
phys_impactforcescale
phys_keepupright
phys_lengthconstraint
phys_magnet
phys_motor
phys_motor %s does not have a valid axis helper, and self-destructed!\n
phys_penetration_error_time
phys_pulleyconstraint
phys_pushscale
phys_ragdoll_force_magnitude
phys_ragdollconstraint
phys_ragdollmagnet
phys_shoot
phys_shoot_torque
phys_slideconstraint
phys_speeds
phys_spring
phys_stressbodyweights
phys_thruster
phys_timescale
phys_torque
phys_upimpactforcescale
physdamagescale
physfollower_t
physgun_interactions
physgun_notify_children
physgun_pickup
physics
physics2_prop
physics_budget
physics_cannister
physics_constraints
physics_debug_entity
physics_entity_solver
physics_gamesounds
physics_highlight_active
physics_npc_solver
physics_prop
physics_prop_ragdoll
physics_report_active
physics_select
physicsmode
physicsprop
physicsshadowupdate_render
picker
pills
pills_used
pills_used_fail
ping-pong ball
pipe_bomb
pipe_bomb*
pipe_bomb_beep_interval_delta
pipe_bomb_beep_min_interval
pipe_bomb_initial_beep_interval
pipe_bomb_projectile
pipe_bomb_shake_amplitude
pipe_bomb_shake_radius
pipe_bomb_timer_duration
pipebomb
pistol
pistol_magnum
pitch
pitchfork
pitchstart
placementOrigin
placementattachment
placementbone
planted_c4
plat_trigger
play beat music during scavenge mode
playInOut
playback rate
playbackrate
player
playerClass
player_
player_activate
player_activity
player_activity_idle
player_afk
player_anim_event
player_array_element
player_begin_sacrifice_run
player_blind
player_blocked
player_bot_replace
player_changename
player_chat
player_complete_sacrifice
player_connect
player_connect_full
player_crouch
player_death
player_debug_print_damage
player_disconnect
player_entered_checkpoint
player_entered_start_area
player_falldamage
player_first_spawn
player_footstep
player_hurt
player_hurt_concise
player_incap_use_radius
player_incapacitated
player_incapacitated_start
player_info
player_jump
player_jump_apex
player_ledge_grab
player_ledge_release
player_left_checkpoint
player_left_safe_area
player_left_start_area
player_loadsaved
player_manager
player_no_longer_it
player_now_it
player_old_armor
player_pickup
player_regenerates_health
player_say
player_shoot
player_shoved
player_spawn
player_speedmod
player_stand
player_start
player_team
player_throwforce
player_transitioned
player_use
player_use_radius
player_vehicle
player_weaponstrip
playeractivity
playercontrolledzombies
playercount
playerhealth
playerhealthfrac
playermodel
playermodel_dual
playername
playerperf
players
players have physics shadows even when sv_turbophysics is 1
playerspeed
playerweapon
playing_commentary
pmaterial
point0
point1
point_anglesensor
point_bonusmaps_accessor
point_broadcastclientcommand
point_clientcommand
point_commentary_node
point_commentary_viewpoint
point_deathfall_camera
point_devshot_camera
point_enable_motion_fixup
point_entity_finder
point_gamestats_counter
point_hurt
point_message
point_nav_attribute_region
point_playermoveconstraint
point_posecontroller
point_prop_use_target
point_proximity_sensor
point_push
point_script_template
point_script_use_target
point_servercommand
point_spotlight
point_surroundtest
point_teleport
point_template
point_template %s failed to add template.\n
point_viewcontrol
point_viewcontrol_multiplayer
point_viewcontrol_survivor
points
population
port
portalnumber
pos: (%f, %f, %f)\n
pose parameter %d
pose: %s\n
position0
position1
position2
position3
position4
position5
position6
position7
positionFixedUp
position_offset_random
position_warp_random
position_within_box
position_within_sphere
postVelocity other: %f, %f, %f\n
postVelocity this : %f, %f, %f\n
postcommands
postion_lock_to_controlpoint
postprocess_controller
posx
posy
posz
pounce
pounce_attempt_stopped
pounce_end
pounce_fail
pounce_stopped
pound
preVelocity other : %f, %f, %f\n
preVelocity this  : %f, %f, %f\n
precache_all_survivors
preciptype
precise
precommands
predelay
predictable_id
predicted_viewmodel
preferred_carryangles
preferredcarryangles
preset
presser
preventNameBasedLookup
prevent_movement
primary
primary_ammo
primaryattacks
print soundscapes
printname
priority
prop %s at %.0f %.0f %0.f missing modelname\n
prop_*
prop_active_gib_limit
prop_active_gib_max_fade_time
prop_car_alarm
prop_car_glass
prop_contexts
prop_data
prop_debug
prop_door
prop_door with no model at %.2f %.2f %.2f\n
prop_door*
prop_door_rotating
prop_door_rotating_checkpoint
prop_dynamic
prop_dynamic*
prop_dynamic_create
prop_dynamic_ornament
prop_dynamic_override
prop_fuel_barrel
prop_fuel_barrel exploding with attacker %s %s \n
prop_fuel_barrel_piece
prop_health_cabinet
prop_minigun
prop_minigun*
prop_minigun_l4d1
prop_mounted_machine_gun
prop_physics
prop_physics*
prop_physics2
prop_physics_create
prop_physics_multiplayer
prop_physics_override
prop_physics_respawnable
prop_ragdoll
prop_ragdoll_attached
prop_sphere
prop_static
prop_use
prop_vehicle
prop_vehicle_airboat
prop_vehicle_driveable
prop_vehicle_jeep
prop_wall_breakable
propanetank
propdata
propid
props_break_max_pieces
props_break_max_pieces_perframe
pszConvar
pszCurrentValue
pszOrgValue
ptr( 0x%p )
public
pull
pumpshotgun
punch_angle_decay_rate
punchangle
punched_clown
puntsound
pushdir
pushing entity (%s) that has parent (%s)!\n
pvsplayer
pz_damages
p}?fff?
q=\n?10WitchAngry
qangle
qangle_array
qffffff.
quaternion
quaternion_array
query has invalid key of type %d\n
quit\n
r iU
r4kU
r\nkP
r_AirboatViewDampenDamp
r_AirboatViewDampenFreq
r_AirboatViewZHeight
r_JeepFOV
r_JeepViewDampenDamp
r_JeepViewDampenFreq
r_JeepViewZHeight
r_VehicleViewDampen
r_vehicleBrakeRate
r_visualizetraces
race horse
radio.elim
radio.getout
radio.go
radio.letsgo
radio.locknload
radio.moveout
radio.vip
radius
radius used to raise/lower corners in nearby areas when raising/lowering corners.
radius_damage_show_hits
radius_random
radius_scale
ragdoll
ragdoll flag is not implemented
ragdoll flag is not implemented\n
ragdoll_collide
ragdoll_constraint\t%p\t%p\t%s
ragdoll_dissolved
ragdoll_door_uncollide_time
ragdoll_force_to_sleep_time
ragdoll_self_collision
ragdoll_sleepaftertime
ragdoll_slowdown
ragdoll_slowdown_time
ragdollconstraint
rage
raggib
random position along path
random position on model
random yaw
randomnum
range
rangefinder
rank
rarity
rate
rateoffire
raytrace_fl
raytrace_fr
raytrace_rl
raytrace_rr
reading file '%s' of legacy format '%s' - dmxconvert this file to a newer format!\n
ready
ready_countdown
realism
really freaking heavy
reason
receive_upgrade
ref_aim_
ref_shoot_
referencename
refire interval: %.2f sec
refire_delay
refrigerator
regroup
relativedamping
relbow
release_type
reload
reload\n
reload_dual
reload_npc
reload_pump
reloaded
relocated
remap_scalar
remove 0x%x: %s-%s (%d-%d) [%d in play, %d max]\n
remove variability in infected models and instead use the specified model from z_zombieforcemodelname
remove_attributes
removing %d (%d): %s : %5.3f (%.3f)\n
renderamt
rendercolor
rendercolor32
renderers
renderfx
rendermode
reponded to EVENT %s with 
report
report_entities
report_simthinklist
report_soundpatch
report_touchlinks
reportid
reportingin
reports sound patch count
required
rescue
rescue spot %d(%s) closes door to start calling for help with nearest survivor %.1f path units away\n
rescue spot %d(%s) starts calling for help for %s with nearest survivor %.1f path units away\n
rescue spot %d(%s) stops calling for help with nearest survivor at least %.1f path units away\n
rescueEyePos
rescue_closet
rescue_distance
rescue_door_open
rescue_finale_ignore_distance
rescue_finale_spawn_range
rescue_ignore_distance
rescue_interval
rescue_min_dead_time
rescue_range
rescue_show
rescue_show_blocked
rescue_spawn_flow
rescue_spawn_range
rescue_update_nav
rescue_vehicle
rescue_yell_delay
rescue_yell_interval
rescuer
reserved
reslists
reslists\%s.snd
resource/ModEvents.res
resource/closecaption_english.dat
resource/gameevents.res
resource/hltvevents.res
resource/subtitles_english.dat
resource/ui/riverescapefailed.res
resource/ui/riverfinalefailed.res
respawn
respawn_all
respawn_entities
respeakdelay
response
response %s = '%s'\n
response entry '%s' with unknown command '%s'\n
response entry '%s' with unknown response type '%s'\n
response_testbed
responses
restoreSecondaryWeaponName
restoreState
return total number of nav areas
return total number of nav ladders
returndelay
returnspeed
revisit_source
revisitable
revive
revive_begin
revive_end
revive_success
reviving
rfoot
rgbaVal
rhand
ride_length
rifle
rifle_ak47
rifle_desert
rifle_m60
rifle_sg552
right arm
right leg
right_
right_cheek_raiser
right_corner_puller
right_funneler
right_inner_raiser
right_lid_droop
right_lid_raiser
right_lid_tightener
right_lowerer
right_mouth_drop
right_outer_raiser
right_puckerer
right_upper_raiser
riot_control
rnal
rochelle
rock
roger
room_type
rotation
rotation_movement
rotation_random
rotation_speed
rotation_speed_random
rotation_spin
rotation_spin yaw
rotortime
rotortimevariance
round
round_end
round_end_message
round_freeze_end
round_start
round_start_post_nav
round_start_pre_entity
rpg_round
rr_AddDecisionRule
rr_CommitAIResponse
rr_GetResponseTargets
rr_QueryBestResponse
rr_debugplayer
rr_debugresponseconcept
rr_debugresponseconcept_exclude
rr_debugresponses
rr_debugrule
rr_dumpresponses
rr_followup_maxdist
rr_forceconcept
rr_reloadresponsesystems
rr_remarkable_maxdist
rr_remarkable_world_entities_replay_limit
rr_thenany_score_slop
rshoulder
rule
rulename
rumble
rumble_effect
rzf.
s iM
s&G9
s.fff.
s9fff.
sFK9
sLockedSentence
sLockedSound
sUnlockedSentence
sUnlockedSound
saliva
saveentityindex
say_team
sb_add
sb_all_bot_game
sb_all_bot_game 0\n
sb_all_bot_game 1\n
sb_allow_leading
sb_allow_shoot_through_survivors
sb_battlestation_give_up_range_from_human
sb_battlestation_human_hold_time
sb_close_checkpoint_door_interval
sb_close_threat_range
sb_combat_saccade_speed
sb_crouch
sb_debug_apoproach_wait_time
sb_debug_buddy
sb_debug_locomotion
sb_debug_retreat
sb_debug_team_avoidance
sb_dont_bash
sb_dont_shoot
sb_enforce_proximity_lookat_timeout
sb_enforce_proximity_range
sb_escort
sb_far_hearing_range
sb_flashlight
sb_follow_stress_factor
sb_force_max_intensity
sb_friend_immobilized_reaction_time_expert
sb_friend_immobilized_reaction_time_hard
sb_friend_immobilized_reaction_time_normal
sb_friend_immobilized_reaction_time_vs
sb_friendlyfire
sb_give
sb_give_random_weapon
sb_hindrance_range
sb_hold_position
sb_l4d1_survivor_behavior
sb_locomotion_wait_threshold
sb_max_battlestation_range_from_human
sb_max_scavenge_separation
sb_max_team_melee_weapons
sb_melee_approach_victim
sb_min_attention_notice_time
sb_min_orphan_time_to_cover
sb_minigun_distance
sb_move
sb_move_to_cursor
sb_narrow_corridor_width
sb_near_hearing_range
sb_neighbor_range
sb_normal_saccade_speed
sb_open_fire
sb_path_lookahead_range
sb_perf_collect
sb_perf_crawl
sb_perf_crawl_ang
sb_perf_crawl_dist
sb_perf_crawl_time
sb_perf_dump
sb_perf_dump_bots
sb_pushscale
sb_reachability_cache_lifetime
sb_reachable_cache_paranoia
sb_replacement_interval
sb_rescue_vehicle_loading_range
sb_revive_friend_distance
sb_separation_danger_max_range
sb_separation_danger_min_range
sb_separation_range
sb_show_threat_areas
sb_sidestep_for_horde
sb_skill
sb_stop
sb_takecontrol
sb_temp_health_consider_factor
sb_threat_close_range
sb_threat_exposure_stop
sb_threat_exposure_walk
sb_threat_far_range
sb_threat_medium_range
sb_threat_very_close_range
sb_threat_very_far_range
sb_toughness_buffer
sb_transition
sb_unstick
sb_use_button_range
sb_use_upgrades
sb_vomit_blind_time
scale
scavenge
scavenge_cluster_bonus_time
scavenge_cluster_range_squared
scavenge_cluster_remove_on_pour
scavenge_gas_can_destroyed
scavenge_increment_score
scavenge_item_respawn_delay
scavenge_items.log
scavenge_match_finished
scavenge_match_finished_delay
scavenge_overtime_grace_time
scavenge_round_finished
scavenge_round_halftime
scavenge_round_initial_time
scavenge_round_restart_delay
scavenge_round_restart_delay_tied
scavenge_round_setup_time
scavenge_round_start
scavenge_score_bonus_time
scavenge_score_tied
scavenge_start
scavenge_wanderer_respawn_chance
scenario_end
scene0
scene1
scene10
scene11
scene12
scene13
scene14
scene15
scene2
scene3
scene4
scene5
scene6
scene7
scene8
scene9
scene_async_prefetch_spew
scene_clientflex
scene_clientplayback
scene_flush
scene_forcecombined
scene_manager
scene_maxcaptionradius
scene_print
scene_showlook
scene_showmoveto
scene_showunlock
scenefilecache.dylib
scheduleCrc
score
scores
screen space effect
scrimmage
script
script_add_debug_filter
script_add_watch
script_add_watch_pattern
script_attach_debugger
script_attach_debugger_at_startup
script_break_in_native_debugger_on_error
script_clear_watches
script_clip_vphysics
script_debug
script_debug %s\n
script_dump_all
script_execute
script_find
script_func_button
script_help
script_nav_attribute_region
script_nav_blocker
script_reload_code
script_reload_enity_code
script_reload_think
script_remove_debug_filter
script_remove_watch
script_remove_watch_pattern
script_resurrect_unreachable
script_trace_disable
script_trace_disable_all
script_trace_disable_key
script_trace_enable
script_trace_enable_all
script_trace_enable_key
script_trigger_hurt
script_trigger_multiple
script_trigger_once
script_trigger_push
scripted_item_drop
scripted_mode_activate
scripted_mode_increment_stage
scripted_mode_shutdown
scripted_scene
scripted_sequence
scripted_user_func
scriptedmode
scriptedmode_journal
scriptedmode_reloadhud
scriptfile
scripts/%s
scripts/%s.txt
scripts/damagecutout
scripts/damagecutout_ceda
scripts/damagecutout_female
scripts/damagecutout_female_l4d1
scripts/damagecutout_l4d1
scripts/damagecutout_laughriot
scripts/decals_subrect.txt
scripts/dsp_presets.txt
scripts/game_sounds_music.txt
scripts/instructor_lessons.txt
scripts/melee/%s.txt
scripts/melee/melee_manifest.txt
scripts/population.txt
scripts/population_%s.txt
scripts/propdata.txt
scripts/sentences.txt
scripts/soundscapes_%s.txt
scripts/soundscapes_manifest.txt
scripts/surfaceproperties_manifest.txt
scripts/talker/response_rules.txt
scripts/talker/terror_player.txt
scripts/vehicles/airboat.txt
scripts/vehicles/jeep_test.txt
scripts/voicecommands.txt
scripts/vscripts/%s
scripts/vscripts/%s%s
scripts/vscripts/%s_addon.nut
scripts/weapon_manifest.txt
scriptsound
second
second_sequence_random
secondary
secondary_ammo
secondaryattacks
seconds
section
sectorclear
select_cliff
select_invalid_finale_nospawn
select_with_attribute
selected
self
sequence
sequence number %d too high in sheet file!!!\n
sequence1
sequence2
sequence_number
sequence_number 1
sequence_random
sequential
sequential position along path
server
server.cfg
server: new helping hand state: %d\n
server_
server_cvar
server_game_time
server_shutdown
server_spawn
serveranimdata
servercfgfile
serverdemo
setang
setang_exact
setmodel
setpos
setpos into world, use noclip to unstick yourself!\n
setpos_exact
setpos_player
settingindex
sfff.
sfffff.
sffffff.
shadow
shadow_control
shadowcastdist
shadowquality
shake
shards
shared
sheetsequencepicker
sheetsequencepicker_second
shell
shieldviewmodel
shoot_incendiary
shootmodel
shootsound
shootsounds
short_vertical_one_way_connections
shotgun
shotgun_chrome
shotgun_reload_cancel_delay
shotgun_spas
should_never_see_this
shout_going_to_die_interval
shout_make_way_interval
shout_max_warn_range
shout_min_special_warn_interval
shout_min_use_range
shout_min_warn_interval
shout_threat_range
shout_view_motion_threshold
shout_view_target_threahold
shoved_backward_04g
shoved_backward_04j
shovel
show_subtitle
showtriggers
showtriggers_toggle
showusagehint
silent
simple_physics_brush
simple_physics_prop
single_shot
single_shot_npc
singlechapter
size
sk_autoaim_mode
sk_player_arm
sk_player_chest
sk_player_head
sk_player_leg
sk_player_stomach
skid_highfriction
skid_lowfriction
skid_normalfriction
skill
skill.cfg
skin
skin%d
sky3dparams_t
sky_camera
sky_urb01
skyboxFogFactor
skyboxFogFactorLerpTo
skyname
slash
slavename
slideaxis
slidefriction
slideshow_display_screen
slot
slot%d
sm_Persist
small car
smartlook
smartlooktype:auto
smartlooktype:manual
smg1_grenade
smg_mp5
smg_silenced
smoke
smokegrenade
smoker
smoker_claw
smoker_mouth
smoker_pz_claw_dmg
smoker_screen_effect
smoker_smokecloud
smoker_smokecloud_camera
smoker_spore_trail
smoker_tongue_delay
smoothstairs
snd_mixahead
snd_play_in_out
snd_set_custom_zombat_suffix
snd_surround_speakers
sniper_awp
sniper_military
sniper_rifle
sniper_scout
snowflake
solid
solid { 
solidbsp
solo
sound
sound_mix_layer
soundcloseoverride
soundcontext
soundemitterbase->Connect
soundemittersystem.dylib
soundent
soundlevel
soundlockedoverride
soundmoveoverride
soundopenoverride
soundpatch_captionlength
sounds
soundscape
soundscapeIndex
soundscape_debug
soundscape_flush
soundsetlockedoverride
soundsetunlockedoverride
soundtype
soundunlockedoverride
source
space shuttle
spark_shower
spawn the next scavenge cluster
spawn_behind_survivors_distance
spawn_pos_max
spawn_pos_min
spawn_without_director
spawned_as_tank
spawner
spawner_give_item
spawnflags
spawning %s in %s, %d%%\n
spawning a random zombie in area '%s' - %d%% < 100%%?\n
spawning a random zombie in unpopulated area '%s'\n
spawning a random zombie without population data\n
spawnmode_bar
spawnobject
spawnpos
spawnpositionname
spawnradius
spawnrate
spawns
spawntime
speak
speaker
speaker_dsp_preset
speakers
speaking
speakonce
spec
spec_allowroaming
spec_cinematic
spec_filter
spec_filter_infected
spec_filter_survivors
spec_freeze_time
spec_freeze_traveltime
spec_goto
spec_mode
spec_next
spec_player
spec_prev
spec_target
spec_target_clear
specgui
special
special1
special2
special3
specmenu
spectate
speech_voice
speed
speed_approach_factor
speedfactor
sphere.radius
spin_none
spin_zaxis
spindown
spinup
spit_burst
spit_scaling_min_scale
spitter
spitter_areaofdenial
spitter_bugged
spitter_claw
spitter_killed
spitter_projectile
spitter_pz_claw_dmg
spitter_slime_trail
splashedbile
splat
spotlight_end
spotlight_radius
spraycan
spraydir
spread
springaxis
sprite
spritename
sprites/blueglow1.vmt
sprites/bubble.vmt
sprites/fire_floor.vmt
sprites/flare6.vmt
sprites/glow01.vmt
sprites/glow_test02.vmt
sprites/glow_test02_nofog.vmt
sprites/laserbeam.vmt
sprites/lgtning.vmt
sprites/light_glow02_add_noz.vmt
sprites/light_glow03.vmt
sprites/light_glow03_nofog.vmt
sprites/plasma1.vmt
sprites/redglow1.vmt
sprites/steam1.vmt
sprites/white
sprites/white.vmt
sprites/zerogxplode.vmt
squirrel
srcid
stagger_forward
stairs
start
start %f %f %f
start: (%.2f,%.2f,%.2f)
startLerpTo
start_active
start_at_attachment
start_at_customorigin
start_at_origin
start_disabled
startclosesound
startcolor
startdark
startdir
startdisabled
startloop
startmusictype
startsize
startsolid
startsound
startspeed
starttime
startvalue
startvomit
startwidth
state
staticsolid
staticstring
stats.txt
steam_controller_haptics
steamworks_immediate_upload
steamworks_server_sessionid
steamworks_show_uploads
steamworks_stats_disable
step_spline
stick
sticktog
still_vel_limit
still_view_accel_limit
stomach
stop
stop_on_nonidle
stop_on_nonidle is not supported in squirrel rules!\n
stopfollowonkill
stoppoint
stopvomit
stormfront
strDifficulty
string
string_array
style
subject
subject:%s
subjectentid
submerged
subscene
subtype
suitvolume
suppress
surfaceprop
surfaceprops::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
surfacetype
survival
survival_boomer_limit_increase
survival_charger_limit_increase
survival_generate_fake_times
survival_horde_stage_interval
survival_horde_stage_interval_decay
survival_hunter_limit_increase
survival_jockey_limit_increase
survival_lull_time
survival_lull_time_increment
survival_lull_time_max
survival_max_boomers
survival_max_chargers
survival_max_hunters
survival_max_jockeys
survival_max_smokers
survival_max_specials
survival_max_spitters
survival_record
survival_round_restart_delay
survival_round_start
survival_shutting_down
survival_smoker_limit_increase
survival_special_limit_increase
survival_special_spawn_interval
survival_special_spawn_interval_decay
survival_special_stage_interval
survival_spitter_limit_increase
survival_start
survival_tank_multiple_spawn_delay
survival_tank_stage_interval
survival_tank_stage_interval_decay
survivor
survivorKills
survivorSet
survivor_%s_light
survivor_accuracy_upgrade_factor
survivor_allow_crawling
survivor_bot
survivor_burn_factor_easy
survivor_burn_factor_expert
survivor_burn_factor_hard
survivor_burn_factor_normal
survivor_call_for_help
survivor_calm_damage_delay
survivor_calm_deploy_delay
survivor_calm_intensity
survivor_calm_no_flashlight
survivor_calm_recent_enemy_delay
survivor_calm_weapon_delay
survivor_crawl_speed
survivor_crouch_speed
survivor_damage_speed_factor
survivor_death_anims
survivor_death_model
survivor_debug_active_area_set
survivor_debug_in_combat
survivor_debug_visibility
survivor_drag_continuous_fire
survivor_drag_speed_multiplier
survivor_drag_type
survivor_ff_avoidance
survivor_ff_avoidance_pitch
survivor_ff_avoidance_yaw
survivor_ff_tolerance
survivor_fog_vocalize_percent
survivor_friendly_fire_factor_easy
survivor_friendly_fire_factor_expert
survivor_friendly_fire_factor_hard
survivor_friendly_fire_factor_normal
survivor_fumes_walk_speed
survivor_give_attract_timeout
survivor_hanging_eye_height
survivor_hanging_from_tongue_eye_height
survivor_helping_hand_inhibit_duration
survivor_hitsound_interval_timer
survivor_incap_decay_rate
survivor_incap_health
survivor_incap_hopeless_decay_rate
survivor_incap_max_fall_damage
survivor_incap_tongued_decay_rate
survivor_incapacitated_accuracy_penalty
survivor_incapacitated_cycle_time
survivor_incapacitated_dizzy_severity
survivor_incapacitated_dizzy_timer
survivor_incapacitated_eye_height
survivor_incapacitated_reload_multiplier
survivor_incapacitated_roll
survivor_intensity_decay_threat_range
survivor_intensity_recent_enemy_duration
survivor_it_duration
survivor_knockdown_roll
survivor_lazy_active_set
survivor_lean
survivor_ledge_grab_ground_check_time
survivor_ledge_grab_health
survivor_ledge_scales_health
survivor_limit
survivor_limp_health
survivor_limp_walk_speed
survivor_max_incapacitated_count
survivor_max_lunge_stagger_distance
survivor_max_lunge_stagger_speed
survivor_max_tongue_stagger_distance
survivor_max_tongue_stagger_duration
survivor_max_tug_distance
survivor_max_tug_duration
survivor_min_lunge_stagger_speed
survivor_model_selection
survivor_no_pounce_or_hang
survivor_pounce_victim_eye_height
survivor_push
survivor_rescue_abandoned
survivor_rescued
survivor_respawn_with_guns
survivor_revive_after_drag
survivor_revive_continuous_fire
survivor_revive_duration
survivor_revive_health
survivor_set
survivor_shove_teammates
survivor_speed
survivor_speed_boost_factor
survivor_sprint_multiplier
survivor_stun_immunity_duration
survivor_team_hit_pitch_max
survivor_team_hit_pitch_min
survivor_team_hit_yaw_max
survivor_team_hit_yaw_min
survivor_teammatefocus_enabled
survivor_teammatefocus_speed
survivor_teammatefocus_stickyness
survivor_unstoppable_speed
survivor_upgrade_reload_duration
survivor_vision_range
survivor_vision_range_obscured
survivorbot
survivorcount
survivors are not calm for this many seconds after firing
survivors are not calm for this many seconds after seeing an enemy
survivors are not calm for this many seconds after switching weapons
survivors are not calm for this many seconds after taking damage
survivors are not calm if their intensity level is above this point
survivors are not calm if they have their flashlight on, to keep the weapon pointing along the flashlight beam
svRagdoll %s [%d->%d] %s
sv__ragdoll_max_remove_per_frame
sv_accelerate
sv_airaccelerate
sv_allow_votes
sv_alltalk
sv_alternateticks
sv_anim_dumpstate
sv_autosave
sv_backspeed
sv_benchmark := %.2f\n
sv_benchmark_autovprofrecord
sv_benchmark_force_start
sv_benchmark_numticks
sv_benchmark_results.txt
sv_bonus_challenge
sv_bounce
sv_cheats
sv_cheats 1
sv_clearhinthistory
sv_client_max_interp_ratio
sv_client_min_interp_ratio
sv_clockcorrection_msecs
sv_crash
sv_cycle_latch_timer
sv_debug_entity
sv_debug_player_use
sv_demo_entity_record_rate
sv_disable_glow_faritems
sv_disable_glow_survivors
sv_disable_querycache
sv_doors_push_players
sv_fallen_survivor_health_multiplier
sv_findsoundname
sv_footstepinterval
sv_footsteps
sv_force_time_of_day
sv_force_transmit_ents
sv_friction
sv_gameinstructor_disable
sv_gametypes
sv_gravity
sv_healing_gnome_replenish_rate
sv_hibernate_when_empty
sv_infected_ceda_vomitjar_probability
sv_infected_police_tonfa_probability
sv_infected_riot_control_tonfa_probability
sv_infected_scale_max
sv_infected_scale_min
sv_infinite_ammo
sv_infinite_primary_ammo
sv_lagcompensationforcerestore
sv_lagflushbonecache
sv_lagpushticks
sv_logfile 0\n
sv_logsdir
sv_massreport
sv_max_usercmd_future_ticks
sv_maxreplay
sv_maxspeed
sv_maxunlag
sv_maxupdaterate
sv_maxvelocity
sv_minupdaterate
sv_music_debug
sv_netvisdist
sv_no_navmesh
sv_noclipaccelerate
sv_noclipduringpause
sv_noclipfriction
sv_noclipspeed
sv_optimizedmovement
sv_permawipe
sv_phys2_stats
sv_play_music
sv_player_max_separation_force
sv_player_stuck_tolerance
sv_playerperfhistorycount
sv_prop_door_max_close_attempts
sv_pushaway_clientside
sv_pushaway_clientside_size
sv_pushaway_force
sv_pushaway_max_force
sv_pushaway_max_player_force
sv_pushaway_min_force
sv_pushaway_min_player_speed
sv_pushaway_player_force
sv_pvsskipanimation
sv_pz_endgame_vote_period
sv_pz_endgame_vote_post_period
sv_querycache_stats
sv_ragdoll_maxcount
sv_ragdoll_maxcount_boss
sv_ragdoll_maxcount_generic
sv_ragdoll_maxcount_gib
sv_ragdoll_maxcount_special
sv_ragdoll_maxcount_survivor
sv_ragdoll_version
sv_regeneration_force_on
sv_regeneration_wait_time
sv_rescue_disabled
sv_rollangle
sv_rollspeed
sv_runcmds
sv_script_think_interval
sv_showanimstate
sv_showanimstate_activities
sv_showanimstate_log
sv_showdamage
sv_showdebugtracers
sv_showfootsteps
sv_showhitboxes
sv_showhitboxes_cursor
sv_showimpacts
sv_showladders
sv_showlagcompensation
sv_showonlyhitbox
sv_showplayerhitboxes
sv_skyname
sv_soundemitter_filecheck
sv_soundemitter_flush
sv_soundemitter_reload
sv_soundemitter_spew
sv_soundemitter_trace
sv_soundscape_printdebuginfo
sv_specaccelerate
sv_specnoclip
sv_specspeed
sv_spectatoridletime
sv_steamgroup
sv_stepsize
sv_stop_music
sv_stopspeed
sv_strict_notarget
sv_suppress_viewpunch
sv_sync_anims_spawn
sv_tankpropfade
sv_teststepsimulation
sv_thinktimecheck
sv_threaded_init
sv_tracereffects_limit_general
sv_turbophysics
sv_turbophysics_shadow
sv_unlag
sv_unlag_debug
sv_unlag_fixstuck
sv_unlockedchapters
sv_vehicle_autoaim_scale
sv_vote_command_delay
sv_vote_creation_timer
sv_vote_failure_timer
sv_vote_issue_change_difficulty_allowed
sv_vote_issue_change_map_later_allowed
sv_vote_issue_change_map_now_allowed
sv_vote_issue_change_mission_allowed
sv_vote_issue_kick_allowed
sv_vote_issue_restart_game_allowed
sv_vote_kick_ban_duration
sv_vote_plr_map_limit
sv_vote_show_caller
sv_vote_timer_duration
sv_wateraccelerate
sv_waterdist
sv_waterfriction
sv_zombie_touch_trigger_delay
sv_zoo_model_filter
sv_zoo_spacing
sv_zoo_spacing_rows
sv_zoo_spacing_wrap
sv_zoo_tint_clr
sv_zoo_tint_loop
sv_zoo_wrap_skin
swapmodel
system/network
systemloadscale
szFailSchedule
szIdealSchedule
szName
szSchedule
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tags
takeover_survivor_bar
takepoint
takingfire
tank
tank2
tankTickets
tank_attack_range
tank_auto_swing
tank_burn_duration
tank_burn_duration_expert
tank_burn_duration_hard
tank_chance
tank_claw
tank_fist_radius
tank_frustrated
tank_ground_pound_duration
tank_ground_pound_reveal_distance
tank_killed
tank_object_throw
tank_only
tank_projectile
tank_pz_forward
tank_raffle_debug
tank_rock
tank_rock_killed
tank_rock_overhead_percent
tank_rock_throw_impact
tank_rock_throw_impact_stump
tank_rock_throw_rock
tank_rock_throw_stump
tank_run_spawn_delay
tank_spawn
tank_stasis_time_suicide
tank_stuck_failsafe
tank_stuck_time_choose_new_target
tank_stuck_time_suicide
tank_stuck_visibility_tolerance_choose_new_target
tank_stuck_visibility_tolerance_suicide
tank_survivor_pound
tank_swing_arc
tank_swing_duration
tank_swing_fast_interval
tank_swing_interval
tank_swing_miss_interval
tank_swing_physics_prop_force
tank_swing_range
tank_swing_yaw
tank_throw_aim_error
tank_throw_allow_range
tank_throw_lead_time_factor
tank_throw_loft_rate
tank_throw_max_loft_angle
tank_throw_min_interval
tank_touch_test
tank_visibility_tolerance_suicide
tank_windup_time
tankdoorout_button
tankid
tanktrain_ai
tanktrain_aitarget
target
target %s - range: %.1f - dot: %.3f \n
target1
target2
target3
target4
target5
target6
target7
target8
targetMap
targetPosition
targetRotation
target_attachment
target_cdaudio
target_changegravity
target_entity
target_scan_use_query_cache
targetattachment
targetentityname
targetid
targetname
taskFailureCode
taunt
tauntfrequency
tav|
te_tester
team
teamNumber
teamSpawnedOn
teamToBlock
team_
team_manager
teamplay_round_win
teamplayroundbased_gamerules_data
teamscavenge
teamversus
teleportDistance
teleport_origin
teleportfollowdistance
template_debug
template_t
terror_ammo_multiplier
terror_gamerules
terror_gamerules_data
terror_player_manager
terrorlocaldata
test_dispatcheffect
test_effect
test_entity_blocker
test_outtro_pzendgame
test_outtro_stats
test_point
test_proxytoggle
test_traceline
texframeindex
text
texture
textureframe
texturename
texturescale
tfA9
tf_arena_max_streak
tf_arena_preround_time
tf_arena_round_time
tf_escort_score_rate
tg9~|t
tgG9
the Earth
theta
think_limit
think_limit 999\n
thinkalways
thinkfunc_t
thinkfunction
thinktime %f, %i entities\n
thirdStrike
threat
throw_item_target
thrust
tiC9
tiebreak
tier
tier%d_%s
tightener
tilttime
time
time to sleep when not drawn
timeCurTaskStarted
timeSpoken
timeStarted
time_array
timelimit
timeofday
timeout
times_to_fire
timestamp
title
tj9O|t5
tj;E\fte
tkfffff.
tl;u\ftg
tmffffff.
toggles whether the server allows spectator mode or not
tolerance
tolerance ang (dot): %.2f (%f)
tonfa
tongue
tongue_allow_voluntary_release
tongue_angle
tongue_bend_point_deflection
tongue_bend_point_needs_LOS
tongue_break_from_damage_amount
tongue_broke_bent
tongue_bullet_radius
tongue_choke_damage_amount
tongue_choke_damage_interval
tongue_cone_start_tolerance
tongue_debug
tongue_drag_damage_amount
tongue_dropping_to_ground_time
tongue_fly_speed
tongue_force_break
tongue_grab
tongue_gravity_force
tongue_health
tongue_hit_delay
tongue_los_forgiveness_time
tongue_miss_delay
tongue_no_progress_break_interval
tongue_no_progress_choke_early_ambush_delay
tongue_no_progress_choke_early_delay
tongue_no_progress_choke_time
tongue_no_progress_damage_interval
tongue_no_progress_tolerance
tongue_player_dropping_to_ground_time
tongue_pull_stopped
tongue_range
tongue_release
tongue_release_fatigue_penalty
tongue_start_pull_delay
tongue_unbend
tongue_vertical_choke_dot
tongue_vertical_choke_height
tongue_vertical_choke_time_off_ground
tongue_victim_acceleration
tongue_victim_accuracy_penalty
tongue_victim_max_speed
tongue_vs_cone_start_tolerance
too_small
tookOverBot
toptrack
topvignettestrength
torquelimit
total
totalDeadDuration
total_ammo_below_40
touchStamp
tp9u\ftk
tp@;E
tp_schedule_post_think
tqB;U
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tr@9
trace_report
traceline_spin
tracertype
track
trackinfo
trail
trail_length_random
train
travel_distance
trf.
trigger
trigger_active_weapon_detect
trigger_auto_crouch
trigger_autosave
trigger_brush
trigger_callback
trigger_cdaudio
trigger_changelevel
trigger_escape
trigger_finale
trigger_finale at %.0f %.0f %0.f missing modelname\n
trigger_fog
trigger_gravity
trigger_hurt
trigger_hurt_ghost
trigger_impact
trigger_look
trigger_multiple
trigger_once
trigger_playermovement
trigger_proximity
trigger_push
trigger_remove
trigger_serverragdoll
trigger_soundscape
trigger_teleport
trigger_togglesave
trigger_tonemap
trigger_transition
trigger_upgrade_laser_sight
trigger_vphysics_motion
trigger_wind
triggered_car_alarm
triggeronstarttouch
true
tsff.
tt@9
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tutor
tvB9
tvG9
tv_allow_camera_man
tv_allow_static_shots
tv_delay
tv_delaymapchange
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type
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uint64
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ultrarealism
ulzj
umzk
unable to create world_item %d\n
unable to load #included script %s\n
undistractable
unhandled input: (%s) -> (%s), from (%s,%s); target entity not found\n
unhandled input: (%s) -> (%s,%s)\n
unknown
unknown type %d in ProcessSceneEvent()\n
unknown vote passed.
unknown_variant_type
unlock
unlocked
unlocked_sentence
unlocked_sound
unnamed
unsigned
unspecified
unstick
unsticking %s from %.1f %.1f %.1f to %.1f %.1f %.1f\n
unused
unused (???) 15
unused (???) 19
unused (item_smg1_grenade) 13
unused (weapon_ar1) 17
unused (weapon_molotov) 25
unused (weapon_slam) 23
unused (weapon_smg2) 22
unzl
uozm
updatechildren
upgrade
upgrade_*
upgrade_add
upgrade_ammo_explosive
upgrade_ammo_incendiary
upgrade_explosive_bullet_force
upgrade_explosive_slug_force
upgrade_failed_no_primary
upgrade_item
upgrade_item_already_used
upgrade_laser_sight
upgrade_laser_sight_spread_factor
upgrade_pack_added
upgrade_pack_begin
upgrade_pack_use_duration
upgrade_pack_used
upgrade_remove
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upgrade_spawn
upgradeclass
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upgradepack
upgradepack_explosive
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upgradepack_incendiary
upgradepack_max_drop_dist
upper_raiser
upperleft
upperright
upsidedown
upzn
uqff.
uqzo
urzp
usC9
use_angles
use_string
use_sub_string
use_time
used the gun, but we're no longer using it
userID
userid
usff.
usffffff.
uszq
utlstringtoken
utzr
uuzs
uwzu
uxzv
uyzw
uzzx
u{zy
u|zz
u}ffffff.
u~fffff.
v B;U
v!9U
v:fff.
v@12CDataManagerI10CBoneCache17bonecacheparams_tPS0_16CThreadFastMutexE
vCfff.
v_angle
value1
value2
value3
valve_hint_reload
vanilla
variant
vban
vcd error, gesture %s of model %s is marked as STUDIO_LOOPING!\n
vdisp_%04d
vdt)
vecAngleDiffMin
vecAngleDiffSaved
vecAnglesSaved
vecOriginSaved
vecSave
vector
vector noise
vector2
vector2_array
vector2d
vector3
vector3_array
vector4
vector4_array
vehicle
vehicleRole
vehicle_action
vehicle_crashsound_t
vehicle_driver_exit
vehicle_driver_eyes
vehicle_entry
vehicle_escape_exit
vehicle_exit
vehicle_feet_passenger%d
vehicle_flushscript
vehicle_gear_t
vehicle_guage
vehicle_npc_passengers
vehicle_sounds
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
vehiclescript
vehiclesounds_t
vel: %.2f, time: %.2f, max: %.2f
velocity
velocity_random
velocitytype
version
versus
versus_boss_buffer
versus_boss_debug
versus_boss_flow_max
versus_boss_flow_max_finale
versus_boss_flow_max_intro
versus_boss_flow_min
versus_boss_flow_min_finale
versus_boss_flow_min_intro
versus_boss_flow_test
versus_boss_padding_max
versus_boss_padding_min
versus_boss_spawning
versus_force_start_time
versus_level_restart_delay
versus_marker_num
versus_marker_reached
versus_match_finished
versus_round_restarttimer
versus_round_restarttimer_finale
versus_round_start
versus_shove_hunter_fov
versus_shove_hunter_fov_pouncing
versus_shove_jockey_fov_leaping
versus_special_respawn_interval
versus_tank_chance
versus_tank_chance_finale
versus_tank_chance_intro
versus_tank_flow_team_variation
versus_wandering_zombie_density
versus_winning_team_goes_last
versus_witch_chance
versus_witch_chance_finale
versus_witch_chance_intro
versus_witch_flow_team_variation
vert_vel
vgui/%s/%s
vgui/white
vgui_resource
vgui_screen
vgui_screen_team
vgui_slideshow_display
vh9w
victim
victim_x
victim_y
victim_z
victimisbot
victimname
victims
view model effect
view_offset
view_offset_down
view_offset_forward
view_offset_up
view_ofs
viewmodel
viewmodel_dual
viewposition
viewtarget
vignetteblurstrength
vignetteend
vignettestart
violence_ablood
violence_agibs
violence_hblood
violence_hgibs
virtualterrain
vis_debug
vis_force
visible
vismon_poll_frequency
vismon_trace_limit
vmtPicker
vocalize
voice_serverdebug
voice_spatialize
voicemenu
void
volstart
volume
vomit
vomit_bomb_tank
vomit_jar
vomit_particle
vomitjar
vomitjar_duration_infected_bot
vomitjar_duration_infected_pz
vomitjar_duration_survivor
vomitjar_projectile
vomitjar_radius
vomitjar_radius_survivors
vote_cast_no
vote_cast_yes
vote_controller
voxeltree_box
voxeltree_playerview
voxeltree_sphere
voxeltree_view
vprof_record_start benchmark\n
vprof_record_stop\n
vprof_scope_entity_gamephys
vprof_scope_entity_thinks
vprof_think_limit
vs_defib_penalty
vs_incap_bonus
vs_max_team_switches
vs_score_pp_health
vs_score_pp_healthbuffer
vs_shutting_down
vs_survival_bonus
vs_survivor_damage_reduction
vs_tank_damage
vs_threat_initial_distance_first_map_max
vs_threat_initial_distance_first_map_min
vs_threat_initial_distance_max
vs_threat_initial_distance_min
vs_threat_radius
vs_tiebreak_bonus
vscripts
w(fff.
w,9U
w0;w
wEG1
wQff.
w\fB9
w\fNu
w\ffff.
wade
wait
waiting_checkpoint_button_used
waiting_checkpoint_door_used
waiting_door_used_versus
wantsToPlay
warp_all_survivors_here
warp_all_survivors_to_battlefield
warp_all_survivors_to_checkpoint
warp_all_survivors_to_checkpoint\n
warp_all_survivors_to_finale
warp_far_survivor_here
warp_to_start_area
warp_to_start_area: ERROR - Cannot determine start area\n
water
water_lod_control
water_splash
water_trail_directional
water_trail_directional_walk
water_trail_idle
waterbullet
waterlevel
waterripple
watersplash
wbA;M
weapon
weaponID
weaponSlot
weapon_
weapon_%s
weapon_*
weapon_357
weapon_adrenaline
weapon_adrenaline_spawn
weapon_ammo_pack
weapon_ammo_pack_spawn
weapon_ammo_spawn
weapon_ar2
weapon_autoshotgun
weapon_autoshotgun_spawn
weapon_basecsgrenade
weapon_boomer_claw
weapon_bugbait
weapon_c4
weapon_chainsaw
weapon_chainsaw_spawn
weapon_charger_claw
weapon_cola_bottles
weapon_cola_bottles_spawn
weapon_collision
weapon_crossbow
weapon_crowbar
weapon_cs_base
weapon_csbase_gun
weapon_cubemap
weapon_defibrillator
weapon_defibrillator_spawn
weapon_drop
weapon_drop_to_prop
weapon_fire
weapon_fire message for %s is missing weapon ID!\n
weapon_fire_at_40
weapon_fire_on_empty
weapon_fireworkcrate
weapon_fireworkcrate_spawn
weapon_first_aid_kit
weapon_first_aid_kit*
weapon_first_aid_kit_spawn
weapon_flashbang
weapon_frag
weapon_gascan
weapon_gascan_spawn
weapon_given
weapon_gnome
weapon_gnome_spawn
weapon_grenade_launcher
weapon_grenade_launcher_spawn
weapon_grenadelauncher
weapon_grenadelauncher_dirt
weapon_grenadelauncher_water
weapon_grenadelauncher_water_splash
weapon_hegrenade
weapon_hegrenade_spawn
weapon_hunter_claw
weapon_hunting_rifle
weapon_hunting_rifle_spawn
weapon_id
weapon_idle_time
weapon_item_spawn
weapon_jockey_claw
weapon_laser_sight
weapon_laser_sight_FP
weapon_laser_sight_worldmodel
weapon_machinegun
weapon_melee
weapon_melee_spawn
weapon_melee_spawn failed to spawn a melee weapon - using string '%s'\n
weapon_melee_spawn specifying an invalid melee weapon ( for this campaign? ) : %s\n
weapon_melee_spawn trying to spawn an invalid melee weapon type - using string '%s'\n
weapon_molotov
weapon_molotov_fp
weapon_molotov_fp_wick
weapon_molotov_held
weapon_molotov_spawn
weapon_molotov_thrown
weapon_muzzle_flash_50cal
weapon_none
weapon_oxygentank
weapon_oxygentank_spawn
weapon_pain_pills
weapon_pain_pills_spawn
weapon_physcannon
weapon_pipe_bomb
weapon_pipe_bomb_spawn
weapon_pipebomb
weapon_pipebomb_blinking_light
weapon_pipebomb_dirt
weapon_pipebomb_fuse
weapon_pipebomb_fuse_fp
weapon_pipebomb_water
weapon_pipebomb_water_splash
weapon_pistol
weapon_pistol_magnum
weapon_pistol_magnum_spawn
weapon_pistol_spawn
weapon_propanetank
weapon_propanetank_spawn
weapon_pumpshotgun
weapon_pumpshotgun_spawn
weapon_reload
weapon_reparse_server
weapon_rifle
weapon_rifle_ak47
weapon_rifle_ak47_spawn
weapon_rifle_desert
weapon_rifle_desert_spawn
weapon_rifle_m60
weapon_rifle_m60_spawn
weapon_rifle_sg552
weapon_rifle_sg552_spawn
weapon_rifle_spawn
weapon_rpg
weapon_scavenge_item_spawn
weapon_selection
weapon_shell_casing_50cal
weapon_shield
weapon_shotgun
weapon_shotgun_chrome
weapon_shotgun_chrome_spawn
weapon_shotgun_spas
weapon_shotgun_spas_spawn
weapon_showproficiency
weapon_smg
weapon_smg1
weapon_smg_mp5
weapon_smg_mp5_spawn
weapon_smg_silenced
weapon_smg_silenced_spawn
weapon_smg_spawn
weapon_smokegrenade
weapon_smoker_claw
weapon_sniper_awp
weapon_sniper_awp_spawn
weapon_sniper_military
weapon_sniper_military_spawn
weapon_sniper_scout
weapon_sniper_scout_spawn
weapon_spawn
weapon_spawn_visible
weapon_spitter_claw
weapon_stunstick
weapon_tank_claw
weapon_tracers
weapon_tracers_50cal
weapon_tracers_50cal_low
weapon_tracers_explosive
weapon_tracers_incendiary
weapon_upgradepack_*
weapon_upgradepack_explosive
weapon_upgradepack_explosive_spawn
weapon_upgradepack_incendiary
weapon_upgradepack_incendiary_spawn
weapon_vomitjar
weapon_vomitjar_spawn
weapon_zoom
weaponclassname
weaponentid
weaponid
weaponname
weaponscripts
weaponskin
weight
wffff.
wheel_fl
wheel_fr
wheel_rl
wheel_rr
wheels
width
window_pane
windradius
winner
winners
wipe_attributes
wipe_nav_attributes
witch
witchChoir
witch_aggro_on
witch_bride
witch_chance
witch_eye_glow
witch_force_wander
witch_harasser_set
witch_killed
witch_rage_ramp_duration
witch_spawn
witchid
wn>Jj
wnff.
wood
world
world_interactions
world_items
world_maxs
world_mins
worldmodel
worldspawn
wound
wrinkler
x.ffffff.
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x\v9z
xbox_autothrottle
xbox_steering_deadzone
xbox_throttlebias
xbox_throttlespoof
xc_crouch_debounce
xff.
xfff.
xffff.
xfriction
xg;H
xmax
xmin
xuid
year
yes - via input
yffffff.
yfriction
ykfff.
ymax
ymin
yyfff.
y}ffff.
z-delta required for the jockey to try to run you off a ledge
zDCy
zE12TankBehavior
z_Infected_debug
z_abort
z_acquire_far_range
z_acquire_far_time
z_acquire_near_range
z_acquire_near_time
z_acquire_time_variance_factor
z_add
z_added_light_max
z_added_light_min
z_alert_dot
z_alert_range
z_allow_ai_to_use_abilities
z_anim_idle_speed_max
z_anim_idle_speed_min
z_attack_change_target_range
z_attack_flow_range
z_attack_incapacitated_damage
z_attack_infected_it_damage
z_attack_interval
z_attack_max_range
z_attack_min_range
z_attack_movement_penalty
z_attack_on_the_run_range
z_attack_pz_it_damage
z_attention_range_lying_modifier
z_attention_range_sitting_modifier
z_avoid_max_range
z_avoid_min_range
z_avoid_power
z_avoidforce
z_avoidteammates
z_award_debug
z_background_limit
z_backspeed
z_bbq_min
z_bbq_rate
z_boomer_limit
z_boomer_near_dist
z_boss_crouch
z_boundary_clear_type
z_boundary_max_range
z_boundary_spread_speed
z_brawl_chance
z_breakable_damage
z_burn_max
z_burn_rate
z_burning_lifetime
z_carry_max_mass
z_chance
z_charge_duration
z_charge_impact_angle
z_charge_impact_radius
z_charge_interval
z_charge_max_damage
z_charge_max_force
z_charge_max_speed
z_charge_min_force
z_charge_prop_damage
z_charge_start_speed
z_charge_tooshort
z_charge_warmup
z_charger_allow_shove
z_charger_health
z_charger_impact_epsilon
z_charger_limit
z_charger_max_prop_force
z_charger_pound_dmg
z_charger_probe_alone
z_charger_probe_attack
z_checkpoint_debug
z_claw_hit_pitch_max
z_claw_hit_pitch_min
z_claw_hit_yaw_max
z_claw_hit_yaw_min
z_clear_area_range
z_clear_max_time
z_clear_min_time
z_clear_min_time_range
z_clear_range
z_close_target_notice_distance
z_common_limit
z_cooldown_spawn_safety_range
z_cough_cloud_expire
z_cough_cloud_initial_cough_delay
z_cough_cloud_radius
z_credits_interval
z_crouch_speed
z_cull_timeout
z_damage_screen_fade_alpha
z_damage_screen_fade_duration
z_deafen_radius_one
z_deafen_radius_three
z_deafen_radius_two
z_debug
z_debug_avoid
z_debug_breakables
z_debug_climb
z_debug_cull
z_debug_escape_route
z_debug_escape_scan
z_debug_falling_damage
z_debug_fog
z_debug_infected_anim_report
z_debug_infected_server_anim
z_debug_ledges
z_debug_mob_spawn
z_debug_neighbors
z_debug_path_stress_test
z_debug_population
z_debug_shared_random
z_debug_spawn_ahead
z_debug_spawn_set
z_debug_spawnable_areas
z_debug_stuck
z_debug_tank_spawn
z_decals
z_density_region_length
z_destroy_on_attack
z_difficulty
z_director_special_spawn_delay
z_discard_min_range
z_discard_range
z_do_tracers
z_dont_clear
z_door_pound_damage
z_door_reopen_interval
z_door_retry_interval
z_experimental_blast_damage_probability
z_exploding_force
z_exploding_health
z_exploding_inner_radius
z_exploding_outer_radius
z_exploding_shove_interval
z_exploding_shove_max
z_exploding_shove_min
z_exploding_speed
z_exploding_splat
z_exploding_splat_radius
z_expressions
z_fallen_kill_suppress_time
z_fallen_max_count
z_falling_land_forward_speed
z_falling_land_hard_speed
z_falling_land_speed
z_fatal_blast_incineration_probability
z_fatal_blast_max_ragdolls
z_fatal_blast_min_ragdolls
z_female_boomer_spawn_chance
z_finale_chance
z_finale_ghost_player_spawn_on_survivor
z_finale_spawn_mob_safety_range
z_finale_spawn_safety_range
z_finale_spawn_safety_range_override
z_finale_spawn_tank_safety_range
z_fog_spawn
z_force_attack_from_sound_range
z_forcezombiemodel
z_forcezombiemodelname
z_forwardspeed
z_friendly_fire_forgiveness
z_frustration
z_frustration_lifetime
z_frustration_los_delay
z_frustration_spawn_delay
z_gas_health
z_gas_speed
z_ghost_ahead_flow
z_ghost_checkpoint_spawn_interval
z_ghost_cooldown
z_ghost_delay_max
z_ghost_delay_min
z_ghost_delay_minspawn
z_ghost_duration
z_ghost_finale_spawn_interval
z_ghost_friction
z_ghost_group_spawn
z_ghost_line_of_scrimmage_far
z_ghost_line_of_scrimmage_near
z_ghost_line_of_scrimmage_safety
z_ghost_line_of_scrimmage_threat_bonus
z_ghost_los_expected_progress
z_ghost_offer_acceptance_time
z_ghost_offer_spawn_safety_time
z_ghost_runner_spawn_multiplier
z_ghost_runner_spawn_multiplier_dist
z_ghost_spawn_distance
z_ghost_spawn_in_start
z_ghost_spawn_interval
z_ghost_speed
z_ghost_travel_distance
z_gib_explosion_force_factor
z_gib_force_factor
z_grab_force
z_grab_ledges_solo
z_gun_damage
z_gun_debug_player_index
z_gun_debug_spread
z_gun_force
z_gun_horiz_punch
z_gun_kick
z_gun_physics_force
z_gun_range
z_gun_stun_duration
z_gun_survivor_force
z_gun_survivor_friend_push
z_gun_survivor_shove_dot
z_gun_swing_coop_max_penalty
z_gun_swing_coop_min_penalty
z_gun_swing_duration
z_gun_swing_interval
z_gun_swing_vs_amt_penalty
z_gun_swing_vs_cooldown
z_gun_swing_vs_max_penalty
z_gun_swing_vs_min_penalty
z_gun_swing_vs_restore_time
z_gun_vertical_punch
z_head_damage_causes_wounds
z_health
z_hear_gunfire_range
z_hear_runner_far_range
z_hear_runner_near_range
z_hit_chainsawer_factor
z_hit_from_behind_cosine
z_hit_from_behind_factor
z_hit_incap_factor_easy
z_hit_incap_factor_expert
z_hit_incap_factor_hard
z_hit_incap_factor_normal
z_holiday_gift_drop_chance
z_hunter_ground_normal
z_hunter_health
z_hunter_limit
z_hunter_lunge_distance
z_hunter_lunge_pitch
z_hunter_lunge_stagger_time
z_hunter_max_pounce_bonus_damage
z_hunter_speed
z_increment_head
z_increment_lower
z_increment_skin
z_increment_upper
z_infected_damage_cutouts
z_infected_flashlight
z_infected_invuln
z_infected_move
z_infected_tinting
z_jockey_area_current_factor
z_jockey_area_hazard_bonus
z_jockey_area_range_factor
z_jockey_area_visibility_factor
z_jockey_blend_rate
z_jockey_control_max
z_jockey_control_min
z_jockey_control_variance
z_jockey_debug
z_jockey_health
z_jockey_leap_again_timer
z_jockey_leap_range
z_jockey_leap_time
z_jockey_limit
z_jockey_lookahead
z_jockey_min_ledge_distance
z_jockey_min_mounted_speed
z_jockey_pounced_surv_bark
z_jockey_ride_damage
z_jockey_ride_damage_delay
z_jockey_ride_damage_interval
z_jockey_ride_hazard_scan_distance
z_jockey_ride_scan_distance
z_jockey_ride_scan_interval
z_jockey_speed
z_jockey_speed_blend
z_jockey_stagger_amount
z_jockey_stagger_speed
z_kill
z_large_volume_mob_too_far_xy
z_large_volume_mob_too_far_z
z_last_area_update_tolerance
z_last_man_run_interval
z_lean_wall_align_speed
z_leap_attach_distance
z_leap_cooldown
z_leap_far_attach_delay
z_leap_force_attach_distance
z_leap_interval
z_leap_interval_post_incap
z_leap_interval_post_ride
z_leap_max_distance
z_leap_power
z_lie_down
z_look_at_local_player
z_lunge_cooldown
z_lunge_interval
z_lunge_power
z_lunge_reflect
z_lunge_up
z_max_hunter_pounce_stagger_duration
z_max_neighbor_range
z_max_path_length
z_max_player_zombies
z_max_stagger_duration
z_max_survivor_damage
z_mega_mob_size
z_mega_mob_spawn_max_interval
z_mega_mob_spawn_min_interval
z_min_ladder_mount_dot
z_minigun_atomize
z_minigun_cooldown_time
z_minigun_damage_rate
z_minigun_debug
z_minigun_fire_anim_speed
z_minigun_fire_think_interval
z_minigun_firing_speed
z_minigun_overheat_time
z_minigun_rate_of_fire
z_minigun_spin_down_speed
z_minigun_spin_up_speed
z_minigun_spread
z_minigun_stand_distance
z_minion_aim_tolerance
z_minion_limit
z_mob_min_notify_count
z_mob_music_size
z_mob_population_density
z_mob_recharge_rate
z_mob_sacrifice_timeout
z_mob_spawn_finale_size
z_mob_spawn_max_interval_easy
z_mob_spawn_max_interval_expert
z_mob_spawn_max_interval_hard
z_mob_spawn_max_interval_normal
z_mob_spawn_max_size
z_mob_spawn_min_interval_easy
z_mob_spawn_min_interval_expert
z_mob_spawn_min_interval_hard
z_mob_spawn_min_interval_normal
z_mob_spawn_min_size
z_mounted_gun_fire_think_interval
z_must_wander
z_mute_infected
z_nav_debug
z_no_cull
z_noise_level_display
z_noise_level_fade_rate
z_noise_level_footstep
z_noise_level_hold_time
z_noise_level_max
z_noise_level_vocalize
z_non_head_damage_factor_easy
z_non_head_damage_factor_expert
z_non_head_damage_factor_hard
z_non_head_damage_factor_multiplier
z_non_head_damage_factor_normal
z_notice_it_range
z_notice_near_range
z_play_activity
z_player_lunge_up
z_player_zombie_debug
z_player_zombie_land_delay
z_population
z_pounce_allow_partial_hidden
z_pounce_crouch_delay
z_pounce_damage
z_pounce_damage_delay
z_pounce_damage_interrupt
z_pounce_damage_interval
z_pounce_delay
z_pounce_door_damage
z_pounce_shake_amplitude
z_pounce_shake_duration
z_pounce_shake_radius
z_pounce_silence_range
z_pounce_stumble_force
z_pounce_stumble_radius
z_prevent_burrowing
z_puking_eye_height
z_push_force
z_push_mass_max
z_pushaway_force
z_ragdoll_discard_range
z_randombodygroups
z_randomskins
z_reload_chatter_debug
z_reload_chatter_intensity
z_reload_chatter_nearby_friend_range
z_reload_chatter_recent_enemy
z_reload_chatter_shotgun_ammo_threshold
z_reload_chatter_shotgun_interval
z_removeitems
z_reserved_wanderers
z_reset_population_counter
z_respawn_distance
z_respawn_interval
z_restrict_team_change
z_round_start_attack_prevention
z_round_start_replacement_time
z_run_exertion_interval
z_safe_spawn_range
z_scout_mob_spawn_range
z_scrimmage_creep_delay
z_scrimmage_creep_rate
z_scrimmage_sphere
z_shotgun_bonus_damage_multiplier
z_shotgun_bonus_damage_range
z_shove_friend_speed
z_show_bottlenecks
z_show_clear
z_show_completely_visible_to_survivor_team
z_show_damaging
z_show_escape_route
z_show_flow_delta
z_show_flow_distance
z_show_infected
z_show_last_area
z_show_mutually_visible_set
z_show_population_density
z_show_potentially_visible
z_show_potentially_visible_to_survivor_team
z_show_swings
z_show_traffic
z_sidespeed
z_sit_down
z_skip_wounds
z_skirmish_spawn_max_interval
z_skirmish_spawn_max_size
z_skirmish_spawn_min_interval
z_skirmish_spawn_min_size
z_smoker_limit
z_spawn
z_spawn will spawn new zombies at the x y z coordinates specified. Pass no arguments to disable.
z_spawn will spawn new zombies at the yaw angle specified. Pass no arguments to disable.
z_spawn_const_ang
z_spawn_const_distance
z_spawn_const_pos
z_spawn_flow_limit
z_spawn_health
z_spawn_height
z_spawn_mobs_behind_chance
z_spawn_mobs_from_selected_set
z_spawn_old
z_spawn_range
z_spawn_safety_range
z_spawn_speed
z_spec_nightvision
z_special_burn_dmg_scale
z_special_spawn_interval
z_speed
z_spew_areas
z_spit_detonate_delay
z_spit_interval
z_spit_latency
z_spit_range
z_spit_spread_delay
z_spit_velocity
z_spitter_health
z_spitter_high_chance
z_spitter_limit
z_spitter_max_wait_time
z_spitter_range
z_spitter_speed
z_splat_survivor_pitch_max
z_splat_survivor_pitch_min
z_splat_survivor_shake_amplitude
z_splat_survivor_shake_duration
z_splat_survivor_shake_frequency
z_splat_survivor_shake_radius
z_splat_survivor_yaw_max
z_splat_survivor_yaw_min
z_splatterdistance
z_stand
z_stand_still
z_state_debug
z_stomp_always
z_stumble_max_curve_accel
z_stumble_max_curve_rate
z_survivor_respawn_health
z_tank_attack_interval
z_tank_autoshotgun_dmg_scale
z_tank_damage_slow_max_range
z_tank_damage_slow_min_range
z_tank_footstep_shake_amplitude
z_tank_footstep_shake_duration
z_tank_footstep_shake_interval
z_tank_footstep_shake_radius
z_tank_grenade_damage
z_tank_grenade_launcher_dmg_scale
z_tank_grenade_roll
z_tank_grenade_slowdown
z_tank_has_special_blood
z_tank_health
z_tank_incapacitated_decay_rate
z_tank_incapacitated_health
z_tank_max_stagger_distance
z_tank_max_stagger_duration
z_tank_max_stagger_fade_duration
z_tank_rock_debug
z_tank_rock_radius
z_tank_speed
z_tank_speed_vs
z_tank_stagger_fade_alpha
z_tank_stagger_fade_duration
z_tank_throw_fail_interval
z_tank_throw_force
z_tank_throw_health
z_tank_throw_interval
z_tank_walk_speed
z_tanks_block_molotovs
z_throttle_hit_interval_easy
z_throttle_hit_interval_expert
z_throttle_hit_interval_hard
z_throttle_hit_interval_normal
z_tracer_particles
z_tracer_spacing
z_transitioning_players_remove
z_unwound_all
z_use_belt_item_tolerance
z_use_next_difficulty_damage_factor
z_use_tolerance
z_versus_boomer_limit
z_versus_charger_limit
z_versus_hunter_limit
z_versus_jockey_limit
z_versus_smoker_limit
z_versus_spitter_limit
z_vision_range
z_vision_range_alert
z_vision_range_daylight
z_vision_range_obscured
z_vision_range_obscured_alert
z_vocalize_burn_max_interval
z_vocalize_burn_min_interval
z_vocalize_shot_interval
z_vomit
z_vomit_boxsize
z_vomit_debug
z_vomit_drag
z_vomit_duration
z_vomit_fade_duration
z_vomit_fade_start
z_vomit_fatigue
z_vomit_float
z_vomit_hit_pitch_max
z_vomit_hit_pitch_min
z_vomit_hit_yaw_max
z_vomit_hit_yaw_min
z_vomit_interval
z_vomit_lifetime
z_vomit_maxdamagedist
z_vomit_range
z_vomit_slide_mult
z_vomit_slide_rate
z_vomit_vecrand
z_vomit_velocity
z_vomit_velocityfadeend
z_vomit_velocityfadestart
z_walk_speed
z_wandering_density
z_witch_allow_change_victim
z_witch_always_kills
z_witch_anger_rate
z_witch_attack_range
z_witch_berserk_range
z_witch_burn_time
z_witch_damage
z_witch_damage_per_kill_hit
z_witch_discard_range
z_witch_flashlight_range
z_witch_health
z_witch_hostile_at_me_anger
z_witch_max_retreat_range
z_witch_max_threat_time
z_witch_min_retreat_range
z_witch_min_threat_time
z_witch_personal_space
z_witch_relax_rate
z_witch_retreat_exit_hidden_duration
z_witch_retreat_exit_range
z_witch_retreat_min_duration
z_witch_speed
z_witch_speed_inured
z_witch_threat_hostile_range
z_witch_threat_normal_range
z_witch_tongue_range
z_witch_wander_hear_radius
z_witch_wander_music_max_dist
z_witch_wander_music_max_interval
z_witch_wander_music_min_dist
z_witch_wander_music_min_interval
z_witch_wander_personal_space
z_witch_wander_personal_time
z_wound
z_wound_all
z_zombie_knockoff_death
z_zombie_lunge_push
zffff.
zfriction
zmax
zmin
zoey
zombat
zombat2
zombat2c
zombat3
zombat_tp
zombie
zombieClass
zombie_death
zombie_ignited
zombie_intro
zombieclass:
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