                
            extras antenna = %s\n
            extras helmets = %s\n
            extras skins = %s\n
            game players = %d\n
            loading savegame: %s %s (map %s)...\n
            starting: %s %s...\n
       Aborting schedule load.\n
      %s (ID %llu) at backpack slot %d\n
      %s (ID %llu)\n
      (failed)\n
      Behavior %s channel %d (failed)\n
      Behavior %s channel %d Break condition -> %s\n
      Behavior %s channel %d: TaskFail -> %s\n
      Break condition -> %s\n
      Bumping %d to %d\n
      Cannot fit at node %d\n
      Connect by climbing\n
      Connect by flying\n
      Failed to stand at %d\n
      Failed to walk between nodes\n
      Leaving %d\n
      New enemy: %s\n
      Nodes connect for crawl movement\n
      Nodes connect for ground movement\n
      Nodes connect for jumping\n
      Not lined up for proper climbing\n
      Revoking neighbor status to closer redundant link %d\n
      TaskFail -> %s\n
      firing in: %.2f sec
    %s accepted (1)\n
    %s accepted\n
    %s rejected: current is closer and neither is seen\n
    %s rejected: current is closer and seen\n
    %s rejected: current is father but seen\n
    %s rejected: dead\n
    %s rejected: eluded\n
    %s rejected: feared, but never seen\n
    %s rejected: lower priority\n
    %s rejected: no hate/fear\n
    %s rejected: no target\n
    %s rejected: not seen and set to ignore unseen enemies\n
    %s rejected: not valid\n
    %s rejected: not yet valid\n
    %s rejected: old\n
    %s rejected: unreachable\n
    (%s displaced due to distance/visibility)\n
    (%s displaced due to priority, %d > %d )\n
    (%s displaced)\n
    Compare Value: %f
    Initial Value: %f
    Schd [%d]: %s, 
    Task [%d]: %s (#%d), 
    Task [%d]: None
    duration: %f
    frequency: %f
    hold time: %f
    limit to: %s
    magnitude: %f
    magnitude: %i
    max value: %f
    min value: %f
    radius: %f
    size: %f
   %32s -- select %5.2f, start %5.2f, run %5.2f\n
   '%s' : '%s' (entindex %d) \n
   (%.2f) Target: '%s', Input: '%s', Parameter '%s'. Activator: '%s', Caller '%s'.  \n
   Activity:     %s\n
   Added link\n
   Arrival act:  %s\n
   Arrival seq:  %d\n
   Dest node:    %d\n
   Dest node: %d\n
   Dest:         %s\n
   Dest:      %s\n
   Distributing %d\n
   Goal dir:     %s\n
   Ignoring %d\n
   NO LINK (not neighbors)\n
   NO LINK\n
   No connection: one or both are fallen nodes\n
   Nodes already connected\n
   Num items: %d\n
   Sharing previously establish connection\n
   Target:       %#x\n
   Target:    %#x\n
   Testing for hull %s\n
   Tolerance:    %.1f\n
   Type:         %s\n
   Type:      %s\n
   Waypoint tol: %.1f\n
   Yaw to dest\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 (0x%p) : %s\n
  %p : %30s (last %5i/next %5i)\n
  Added Danger Sound! Duration:%f (Time:%f)\n
  Added Sound! Type:%d  Duration:%f (Time:%f)\n
  Adjusting game players %d.\n
  Behavior %s channel %d Schedule cleared: %s\n
  Behavior %s channel %d Task: %s\n
  Comment started here.
  Player died %dth time in level [%s]!!!\n
  Player died, but not in a level!!!\n
  Removed Danger Sound: %d (time:%f)\n
  Removed Sound: %d (Time:%f)\n
  Schedule cleared: %s\n
  Task: %s\n
  Two-pass.
  Version: %llu:\n
  criterion '%25s':'%15s' 
  input: %s\n
  output: %s\n
  penetration with entity %s (%s)\n
 %02X
 %d (%d): %s : %5.3f (%.3f)\n
 (Eluded)
 (LEADER)
 (Unreachable)
 - 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\tdelegate tempParent : temp;\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/*\nUNDONE FOR PORTAL2 BRANCH:\nWe're not suing the auto-connecting of outputs, always calling ConnectOuput explicitly in our scripts.\nThe regexp object doesn't save/load properly and causes a crash when used to match after a save/load.\nInstead of fixing this, we're disabling the feature. If this class of problem comes up more we might\nrevisit, otherwise we'll leave if off and broken.\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*/\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
 A22CPolyhedron_AllocByNew
 A8CNavMesh
 AddOn: %s couldn't find Host %s\n
 BackUp() can only be called after Next().
 Can't back up over more bytes than were returned by the last call to Next().
 Cannot execute script because there is no available VM\n
 Entity %s encountered an error in RunScript()\n
 GNu
 Moving 
 Outdent() without matching Indent().
 Parameter to BackUp() can't be negative.
 ReadToken overflow
 Tasks timings:\n
 Tokenizer::ParseFloat() passed text that could not have been tokenized as a float: 
 Tokenizer::ParseInteger() passed text that could not have been tokenized as an integer: 
 Tokenizer::ParseStringAppend() passed text that could not have been tokenized as a string: 
 TransitionReady
 Usage: test_dispatcheffect <effect name> <distance away> <flags> <magnitude> <scale>\n 
 [default = $0
 args were given.  Full format string was: "
 bytes).  To increase the limit (or to disable these warnings), see CodedInputStream::SetTotalBytesLimit() in google/protobuf/io/coded_stream.h.
 bytes, parsing will be halted for security reasons.  To increase the limit (or to disable these warnings), see CodedInputStream::SetTotalBytesLimit() in google/protobuf/io/coded_stream.h.
 failed to dlopen %s error=%s\n
 fff.
 ffff.
 ffffff.
 google/protobuf/descriptor.proto"
 message of type "
 now enabling refire\n
 of the Protocol Buffer runtime library, but the installed version is 
 of the Protocol Buffer runtime library, which is not compatible with the installed version (
 protocol buffer. Strings must contain only UTF-8; use the 'bytes' type for raw bytes.
 restore failed entirely\n
 restore got most of the way\n
!! (%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
!!ERROR!! Force end of route with no goal!\n
!HEV_A0
!HEV_AAx
!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
!Player voice listeners
!The global list of entities
!activator
!caller
!contains
!enemy
!fff.
!fffff.
!float<
!float<=
!float==
!float>
!float>=
!friend
!nearestfriend
!player
!self
!speechtarget
!string==
!target1
!target2
!target3
!target4
!target5
!target6
!target7
!target8
" because it is missing required fields: 
" cannot be of message type.
" conflicts with the existing symbol "
" for field "
" for option "
" has no field named "
" has no value named "
" has not been loaded.
" implements neither SetCachedSize() nor ByteSize().  Must implement one or the other.
" in type "
" is a message.  To set fields within it, use syntax like "
" is already defined (as something other than a package) in file "
" is already defined in "
" is already defined in file "
" is already defined.
" is an atomic type, not a message.
" is missing required fields: 
" is not a field or extension of message "
" is not a message type.
" is not a type.
" is not a valid identifier.
" is not an enum type.
" is not defined or is not an extension of "
" is not defined.
" is repeated. Repeated options are not supported.
" is specified multiple times.
" must be unique within 
" not previously defined in symbols_by_name_, but was defined in symbols_by_parent_; this shouldn't be possible.
" seems to be defined in "
" unknown.
" was already set.
" was listed twice.
" was not found or had errors.
" which is.
"$0" does not declare $1 as an extension number.
"%s" cl_cmdrate = "%s"\n
"%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>" say "%s"\n
"%s<%i><%s><%s>" say_team "%s"\n
"%s<%i><%s><%s><Area %d>"
"%s<%i><%s><>" connected, address "%s"\n
"%s<%i><%s><>" entered the game\n
") is not compatible with this reflection object (which is for type "
").  Note that the exact same class is required; not just the same descriptor.
", but only 
", field number 
", which is not imported by "
".  To use it here, please add the necessary import.
". This appears to be a value from a sibling type.
". Value: "
"/*" inside block comment.  Block comments cannot be nested.
"0x" must be followed by hex digits.
"AHu
"I\n(CMsgPlaytestRetrieveNewDemoCountResponse
"I\n4CCommunity_TerminateGamePersonalDataEntries_Response
"U\n-CMsgPlaytestRetrieveDemoPlayersForMapResponse
"]\n\vEnumOptions
"_\n\rMethodOptions
"e" must be followed by exponent.
"fff.
"ffff.
"player_array"
#%s_chapter
#Accept_All_Messages
#Cannot_Be_Spectator
#EntFire:Generate and entity i/o event
#Frame_Untitled
#Ignore_Broadcast_Messages
#Ignore_Broadcast_Team_Messages
#LoadoutSlot_Gesture
#LoadoutSlot_Head
#LoadoutSlot_Misc
#LoadoutSlot_Skin
#MessageBox_Cancel
#MessageBox_OK
#P2_WearableType_Flag
#Portal_Chapter10_Title
#Portal_Chapter11_Title
#Portal_Chapter12_Title
#Portal_Chapter1_Title
#Portal_Chapter2_Title
#Portal_Chapter3_Title
#Portal_Chapter4_Title
#Portal_Chapter5_Title
#Portal_Chapter6_Title
#Portal_Chapter7_Title
#Portal_Chapter8_Title
#Portal_Chapter9_Title
#Spectator_Mode_Unkown
#SysMenu_Close
#SysMenu_Maximize
#SysMenu_Minimize
#TF_UnknownStyle
#TextEntry_AppendText
#TextEntry_ConversionMode
#TextEntry_Copy
#TextEntry_Cut
#TextEntry_Language
#TextEntry_Paste
#TextEntry_PrependText
#TextEntry_ReplaceText
#TextEntry_SentenceMode
#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.
#\n\rinterior_item
#base
#base is NULL 
#fffff.
#include
#include is NULL 
#valve_hint_alt_%s
#var_
#var_%s
$&YA1
$0  extend .$1 {\n
$0  extensions $1 to $2;\n
$0  message $1
$0$1 $2 $3 = $4
$0enum $1 {\n
$0option $1;\n
$0rpc $1(.$2) returns (.$3)
$333?
$alphatest
$basetexture
$crackmaterial
$fff.
$ffff.
$fffff.
$ffffff.
$gender
$model
$no_fullbright
%-30s
%-64.64s
%-64.64s %03d:%02d
%.10f %.10f %.10f
%.2f BLEND STARTED: %d to %d, end at %.2f\n
%.2f INPUT: Blend mode set to %d\n
%.2f INPUT: Next Blend mode set to %d\n
%.3d,%.3d,%.3d
%.3f %d %d %.3f %.3f %.3f [vel %.2f]\n
%.3f %d %d\n
%02i-%02i-%i
%02i:%02i:%02i
%08X:
%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
%31s
%5.2f : %s : %s : %5.3f\n
%5.3f : adding %d (%d): %s : %5.3f (%.3f)\n
%6.3f %6.3f %6.3f %.2f %.2f %.2f\n
%6.3f %6.3f %6.3f %.2f 0 0\n
%6.3f %6.3f %6.3f 0 %.2f 0\n
%6.3f %6.3f %6.3f 0 0 %.2f\n
%8.3f[%d] %s:  %s
%d %d %d %d
%d Connections 
%d areas added to selection\n
%d areas chopped into %d\n
%d areas simplified - %d remain\n
%d collisions in %.2f ms (%u dots)\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,%.2f %.2f %.2f
%d_hidden
%d_width
%f %f %f %f
%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
%f EmitSound:  Raw wave emitted '%s' (ent %i) (vol %f)\n
%f: Player %s at [%0.2f %0.2f %0.2f] took %f damage from %s, type %s\n
%fff.
%fffff.
%i %i %i %i
%i (wc:%i; z:%i)
%i : %s (ground %i %s)\n
%i/%s - %s:  UTIL_SetModel:  not precached: %s\n
%i\t%i\t%i\t%i\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 %llu
%s %s @ %s: 
%s %s end_movie %s\n
%s %s failed Urgent Movement, abandoning schedule\n
%s %s failed Urgent Movement, retrying\n
%s %s reserved\n
%s '%s' failed to find a valid spawnpoint in destination group: '%s'\n
%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n
%s (%d) : %s\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 FadeTo input without a duration. Syntax: <fade alpha> <fade duration>\n
%s (%s) received FadeTo input without an alpha. Syntax: <fade alpha> <fade duration>\n
%s (%s) received SetBloomScaleRange input without 2 arguments. Syntax: <max bloom> <min bloom>\n
%s (%s) received SetFadeColor input without correct parameters. Syntax: <Red> <Green> <Blue>>\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) set expression to: %s\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 (%s): StopSchedule called on NPC %s.\n
%s (%s: %d/%s) [%d]
%s (%s: %d/%s) [%d]\n
%s (%x) spoke %s (%f)
%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 : %8.2f: MOVETO canceled but actor %s not at goal\n
%s : %8.2f: waiting for actor %s to complete MOVETO but actor not in SCHED_SCENE_GENERIC\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 : event suppressed\n
%s : removed for '%s'\n
%s : stop scripted scene\n
%s Blocked by %s\n
%s Deactivate(): I have no player when called by %s!\n
%s Didn't find a best rally point!\n
%s FAILED to call script think function %s!\n
%s InputActivate (%s): invalid or missing !activator!\n
%s InputActivate: entity %s not found or is not a player!\n
%s Power\n
%s already has %s\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 can't assess %s\n
%s checking block %d\n
%s could not find attachment %s on target %s.\n
%s couldn't create ScriptScope!\n
%s current org: %f %f
%s directly referenced wave %s (should use game_sounds.txt system instead)\n
%s doesn't have %s\n
%s doesn't like %s\n\n
%s entered NOCLIP mode\n
%s equipped with %s, proficiency is %s\n
%s executing script: %s\n
%s failed on: %s\n
%s firing output OnConditionsSatisfied\n
%s firing output OnConditionsTimeout (%f seconds)\n
%s has Door model (%s) with no door_options or m_nPhysicsMaterial specified! 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 stopping path and no valid. Movement activity: %s (prev %s)\n
%s has changed its model while processing AnimEvents on sequence %d. Aborting dispatch.\n
%s has no sequence to match request\n
%s invalid sequence requested\n
%s is a priority script and cannot be kicked out of the queue\n
%s is specified as the 'Next Script' and cannot be kicked out of the queue\n
%s left NOCLIP mode\n
%s missing activity "%s" needed by weapon"%s"\n
%s missing from scenes.image\n
%s moving with speed <= 0 (%s)\n
%s not allowed to speak because they are in a scripted scene\n
%s playing CChoreoEvent::SEQUENCE but AI has forced them to do something different\n
%s put to sleep while in Scripted state!\n
%s received AE_NPC_HURT_INTERACTION_PARTNER anim event, but it's not interacting with anything.\n
%s removed itself!\n
%s repositioned tag: %s : %.3f -> %.3f (%s:%s:%s)\n
%s string image, int src_corner_height, int src_corner_width, int draw_corner_height, int draw_corner_width
%s stuck on object %i/%s
%s thinking for %.02fms!!! (%s); r%.2f (c%.2f, pst%.2f, ms%.2f), p-r%.2f, m%.2f\n
%s tried to target an attachment (%s) on target %s, which has no model.\n
%s trying to open a door that has been deleted!\n
%s waiting... %f\n
%s%20s : %40s %5.3f\n
%s%d.vmt
%s(%d) : %s\n
%s(%d): Trying to dereference NULL physenv.\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) received ForceInteractionWithNPC input with bad parameters: %s\nFormat should be: ForceInteractionWithNPC <target NPC> <interaction name>\n
%s(%s) received ForceInteractionWithNPC input, but couldn't find an interaction named %s that entity named %s could run.\n
%s(%s) received ForceInteractionWithNPC input, but couldn't find entity named: %s\n
%s(%s) received ForceInteractionWithNPC input, but entity named %s cannot run dynamic interactions.\n
%s(%s) thinking for %.02f ms!!!\n
%s(%s): Added dynamic interaction: %s\n
%s(token %i) : %s
%s, bool showScrollBar, bool allowMouseWheel, bool overrideChildPanelWidth
%s, bool textHidden, bool editable, bool unicode, bool NumericInputOnly, int maxchars
%s, int SubTabPosition
%s, string URLText
%s, string command, int default
%s, string image
%s, string image, string border, string fillcolor, bool scaleImage
%s, string image, string imagecolor, alignment imageAlignment, int preserveAspectRatio, int filtered
%s, string labelText, string associate, alignment textAlignment, int wrap, int dulltext, int brighttext, string font
%s, string progress, string variable
%s, string text, bool scrollbar
%s, string title
%s,%s,%s,%i,%s,%s,%i,%i,%i,%i\n
%s,damageammo:%s
%s.%s%02d
%s.FootstepLeft
%s.FootstepRight
%s.RunFootstepLeft
%s.RunFootstepRight
%s.ctx
%s.txt
%s.vmt
%s/%s.mdl
%s/bin/%s
%s: %s (%s) = %d\n
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//=========================================================\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\t\t{\n\t\t\t\t\t\tentity.__KeyValueFromInt( key, value );\n\t\t\t\t\t\tbreak;\n\t\t\t\t\t}\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" )\n\t\t{\n\t\t\treturn overrides;\n\t\t}\n\t}\n};\n\nfunction __FinishSpawn()\n{\n\t__EntityMakerResult <- null;\n}\n
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14CEntityFactoryI11CLaserRelayE
14CEntityFactoryI11CLogicRelayE
14CEntityFactoryI11CNullEntityE
14CEntityFactoryI11CPathCornerE
14CEntityFactoryI11CPhysImpactE
14CEntityFactoryI11CPhysLengthE
14CEntityFactoryI11CPhysMagnetE
14CEntityFactoryI11CPhysPulleyE
14CEntityFactoryI11CPhysSphereE
14CEntityFactoryI11CPhysTorqueE
14CEntityFactoryI11CPropButtonE
14CEntityFactoryI11CRallyPointE
14CEntityFactoryI11CRopeAnchorE
14CEntityFactoryI11CSmokeStackE
14CEntityFactoryI11CStatuePropE
14CEntityFactoryI11CTestEffectE
14CEntityFactoryI11CVGuiScreenE
14CEntityFactoryI11CWindowPaneE
14CEntityFactoryI11RocketTrailE
14CEntityFactoryI12AR2ExplosionE
14CEntityFactoryI12CAI_LeadGoalE
14CEntityFactoryI12CAI_TestHullE
14CEntityFactoryI12CBaseDMStartE
14CEntityFactoryI12CBaseGrenadeE
14CEntityFactoryI12CBaseTriggerE
14CEntityFactoryI12CChangeLevelE
14CEntityFactoryI12CDynamicPropE
14CEntityFactoryI12CEntityFlameE
14CEntityFactoryI12CEnvBeverageE
14CEntityFactoryI12CEnvDustPuffE
14CEntityFactoryI12CFilterClassE
14CEntityFactoryI12CFilterEnemyE
14CEntityFactoryI12CFilterModelE
14CEntityFactoryI12CFuncMonitorE
14CEntityFactoryI12CFuncPlatRotE
14CEntityFactoryI12CFuncTankGunE
14CEntityFactoryI12CGrenadeBeamE
14CEntityFactoryI12CGrenadeFragE
14CEntityFactoryI12CHandleDummyE
14CEntityFactoryI12CItem_NuggetE
14CEntityFactoryI12CKeepUprightE
14CEntityFactoryI12CLogicBranchE
14CEntityFactoryI12CLogicScriptE
14CEntityFactoryI12CMathCounterE
14CEntityFactoryI12CMortarShellE
14CEntityFactoryI12CMultiSourceE
14CEntityFactoryI12CNewRechargeE
14CEntityFactoryI12COuttroStatsE
14CEntityFactoryI12CPaintSphereE
14CEntityFactoryI12CPaintStreamE
14CEntityFactoryI12CPhysConvertE
14CEntityFactoryI12CPhysicsPropE
14CEntityFactoryI12CPhysicsWireE
14CEntityFactoryI12CPointCameraE
14CEntityFactoryI12CPointEntityE
14CEntityFactoryI12CPointSurveyE
14CEntityFactoryI12CPortalLaserE
14CEntityFactoryI12CPropVehicleE
14CEntityFactoryI12CProp_MirrorE
14CEntityFactoryI12CProp_PortalE
14CEntityFactoryI12CRagdollPropE
14CEntityFactoryI12CRevertSavedE
14CEntityFactoryI12CSceneEntityE
14CEntityFactoryI12CScriptIntroE
14CEntityFactoryI12CSpriteTrailE
14CEntityFactoryI12CTankTrainAIE
14CEntityFactoryI12CTimerEntityE
14CEntityFactoryI12CTriggerHurtE
14CEntityFactoryI12CTriggerLookE
14CEntityFactoryI12CTriggerOnceE
14CEntityFactoryI12CTriggerPushE
14CEntityFactoryI12CTriggerSaveE
14CEntityFactoryI12CTriggerWindE
14CEntityFactoryI12CWaterBulletE
14CEntityFactoryI13CAssaultPointE
14CEntityFactoryI13CBoneFollowerE
14CEntityFactoryI13CDebugHistoryE
14CEntityFactoryI13CDynamicLightE
14CEntityFactoryI13CEconWearableE
14CEntityFactoryI13CEnvExplosionE
14CEntityFactoryI13CEnvViewPunchE
14CEntityFactoryI13CFuncConveyorE
14CEntityFactoryI13CFuncOccluderE
14CEntityFactoryI13CFuncRotatingE
14CEntityFactoryI13CGenericActorE
14CEntityFactoryI13CInfoLandmarkE
14CEntityFactoryI13CLaserCatcherE
14CEntityFactoryI13CLogicCompareE
14CEntityFactoryI13CMovieDisplayE
14CEntityFactoryI13CNPC_BullseyeE
14CEntityFactoryI13COrnamentPropE
14CEntityFactoryI13CPaintSprayerE
14CEntityFactoryI13CParticleFireE
14CEntityFactoryI13CPathKeyFrameE
14CEntityFactoryI13CPhysThrusterE
14CEntityFactoryI13CRopeKeyframeE
14CEntityFactoryI13CSceneManagerE
14CEntityFactoryI13CSpotlightEndE
14CEntityFactoryI13CStripWeaponsE
14CEntityFactoryI13CTriggerBrushE
14CEntityFactoryI13CWeaponCyclerE
14CEntityFactoryI13CWeightButtonE
14CEntityFactoryI14CAI_BattleLineE
14CEntityFactoryI14CAI_FollowGoalE
14CEntityFactoryI14CBaseViewModelE
14CEntityFactoryI14CBeamSpotlightE
14CEntityFactoryI14CDetailBlockerE
14CEntityFactoryI14CEntityBlockerE
14CEntityFactoryI14CEnvFireSensorE
14CEntityFactoryI14CEnvFireSourceE
14CEntityFactoryI14CEnvMicrophoneE
14CEntityFactoryI14CEnvSoundscapeE
14CEntityFactoryI14CFilterContextE
14CEntityFactoryI14CFlexExpresserE
14CEntityFactoryI14CFlextalkActorE
14CEntityFactoryI14CFogControllerE
14CEntityFactoryI14CFuncTankLaserE
14CEntityFactoryI14CFuncTankTrainE
14CEntityFactoryI14CFuncTrackAutoE
14CEntityFactoryI14CFutbolCatcherE
14CEntityFactoryI14CGenericCyclerE
14CEntityFactoryI14CLogicAutosaveE
14CEntityFactoryI14CMessageEntityE
14CEntityFactoryI14CNPC_FurnitureE
14CEntityFactoryI14CParticleLightE
14CEntityFactoryI14CPhysExplosionE
14CEntityFactoryI14CPhysicsSpringE
14CEntityFactoryI14CPointTeleportE
14CEntityFactoryI14CPointTemplateE
14CEntityFactoryI14CPortalCreditsE
14CEntityFactoryI14CPortalRagdollE
14CEntityFactoryI14CPortal_Base2DE
14CEntityFactoryI14CPortal_PlayerE
14CEntityFactoryI14CPrecipitationE
14CEntityFactoryI14CPropPaintBombE
14CEntityFactoryI14CRagdollBoogieE
14CEntityFactoryI14CRagdollMagnetE
14CEntityFactoryI14CShadowControlE
14CEntityFactoryI14CSkyboxSwapperE
14CEntityFactoryI14CTempEntTesterE
14CEntityFactoryI14CTestTracelineE
14CEntityFactoryI14CTextureToggleE
14CEntityFactoryI14CTriggerCameraE
14CEntityFactoryI14CTriggerImpactE
14CEntityFactoryI14CTriggerRemoveE
14CEntityFactoryI14CTriggerVolumeE
14CEntityFactoryI14CWeaponCubemapE
14CEntityFactoryI14FizzlerEffectsE
14CEntityFactoryI14MovieExplosionE
14CEntityFactoryI14SporeExplosionE
14CEntityFactoryI15CAI_ActBusyGoalE
14CEntityFactoryI15CAI_AssaultGoalE
14CEntityFactoryI15CAI_DynamicLinkE
14CEntityFactoryI15CAmbientGenericE
14CEntityFactoryI15CBaseProjectileE
14CEntityFactoryI15CBlendingCyclerE
14CEntityFactoryI15CCommentaryAutoE
14CEntityFactoryI15CEntityDissolveE
14CEntityFactoryI15CEntityFreezingE
14CEntityFactoryI15CEnvEntityMakerE
14CEntityFactoryI15CEnvMuzzleFlashE
14CEntityFactoryI15CFilterMultipleE
14CEntityFactoryI15CFuncMoveLinearE
14CEntityFactoryI15CFuncNavBlockerE
14CEntityFactoryI15CFuncTankMortarE
14CEntityFactoryI15CFuncTrackTrainE
14CEntityFactoryI15CFuncWallToggleE
14CEntityFactoryI15CFunc_DustCloudE
14CEntityFactoryI15CFunc_DustMotesE
14CEntityFactoryI15CFunc_PortalledE
14CEntityFactoryI15CGameGibManagerE
14CEntityFactoryI15CGamePlayerTeamE
14CEntityFactoryI15CGamePlayerZoneE
14CEntityFactoryI15CHalfLife2ProxyE
14CEntityFactoryI15CInfoCameraLinkE
14CEntityFactoryI15CInfoMassCenterE
14CEntityFactoryI15CInfoRemarkableE
14CEntityFactoryI15CLogicPlayMovieE
14CEntityFactoryI15CLogicTimeScaleE
14CEntityFactoryI15CMP_LobbyScreenE
14CEntityFactoryI15CMathColorBlendE
14CEntityFactoryI15CParticleSystemE
14CEntityFactoryI15CPhysBallSocketE
14CEntityFactoryI15CPlayerResourceE
14CEntityFactoryI15CPointSpotlightE
14CEntityFactoryI15CPoseControllerE
14CEntityFactoryI15CProjectedDecalE
14CEntityFactoryI15CPropEnergyBallE
14CEntityFactoryI15CPropGladosCoreE
14CEntityFactoryI15CPropMonsterBoxE
14CEntityFactoryI15CRagdollManagerE
14CEntityFactoryI15CScriptedTargetE
14CEntityFactoryI15CSpriteOrientedE
14CEntityFactoryI15CTeamSpawnPointE
14CEntityFactoryI15CTonemapTriggerE
14CEntityFactoryI15CTriggerCDAudioE
14CEntityFactoryI15CTriggerGravityE
14CEntityFactoryI15CTriggerRPGFireE
14CEntityFactoryI16CAI_ChangeTargetE
14CEntityFactoryI16CAI_RelationshipE
14CEntityFactoryI16CAI_SpeechFilterE
14CEntityFactoryI16CAI_StandoffGoalE
14CEntityFactoryI16CColorCorrectionE
14CEntityFactoryI16CEnvAR2ExplosionE
14CEntityFactoryI16CEnvAmbientLightE
14CEntityFactoryI16CEnvScreenEffectE
14CEntityFactoryI16CFuncIllusionaryE
14CEntityFactoryI16CFuncSmokeVolumeE
14CEntityFactoryI16CFuncTrackChangeE
14CEntityFactoryI16CFuncVehicleClipE
14CEntityFactoryI16CGamePlayerEquipE
14CEntityFactoryI16CHotPotatoSocketE
14CEntityFactoryI16CInfoPortalScoreE
14CEntityFactoryI16CInfo_Coop_SpawnE
14CEntityFactoryI16CLogicBranchListE
14CEntityFactoryI16CLogicNavigationE
14CEntityFactoryI16CNPC_EnemyFinderE
14CEntityFactoryI16CNPC_FloorTurretE
14CEntityFactoryI16CNPC_HoverTurretE
14CEntityFactoryI16CPathCornerCrashE
14CEntityFactoryI16CPropCombineBallE
14CEntityFactoryI16CPropFloorButtonE
14CEntityFactoryI16CPropGlassFutbolE
14CEntityFactoryI16CPropUnderButtonE
14CEntityFactoryI16CTriggerCatapultE
14CEntityFactoryI16CTriggerMultipleE
14CEntityFactoryI16CTriggerTeleportE
14CEntityFactoryI16CWaterLODControlE
14CEntityFactoryI16CWeaponPortalgunE
14CEntityFactoryI16FilterDamageTypeE
14CEntityFactoryI17CBaseGrenadeTimedE
14CEntityFactoryI17CBaseMoveBehaviorE
14CEntityFactoryI17CBreakableSurfaceE
14CEntityFactoryI17CConstraintAnchorE
14CEntityFactoryI17CEnvDOFControllerE
14CEntityFactoryI17CEnvEffectsScriptE
14CEntityFactoryI17CEnvEntityIgniterE
14CEntityFactoryI17CEnvQuadraticBeamE
14CEntityFactoryI17CEnvScreenOverlayE
14CEntityFactoryI17CFilterPlayerHeldE
14CEntityFactoryI17CFuncPortalBumperE
14CEntityFactoryI17CFuncVPhysicsClipE
14CEntityFactoryI17CHotPotatoCatcherE
14CEntityFactoryI17CHotPotatoSpawnerE
14CEntityFactoryI17CInfoIntermissionE
14CEntityFactoryI17CLinkedPortalDoorE
14CEntityFactoryI17CLogicAchievementE
14CEntityFactoryI17CLogicCoopManagerE
14CEntityFactoryI17CLogicPlayerProxyE
14CEntityFactoryI17CMovementSpeedModE
14CEntityFactoryI17CNPC_RocketTurretE
14CEntityFactoryI17CPhysicsCannisterE
14CEntityFactoryI17CPhysicsCloneAreaE
14CEntityFactoryI17CPhysicsNPCSolverE
14CEntityFactoryI17CPointAngleSensorE
14CEntityFactoryI17CPointChangelevelE
14CEntityFactoryI17CPortal_PointPushE
14CEntityFactoryI17CPropDoorRotatingE
14CEntityFactoryI17CPropFutbolSocketE
14CEntityFactoryI17CPropWeightedCubeE
14CEntityFactoryI17CRotorWashShooterE
14CEntityFactoryI17CSceneListManagerE
14CEntityFactoryI17CSlideshowDisplayE
14CEntityFactoryI17CTankTargetChangeE
14CEntityFactoryI17CTargetCDAudioRepE
14CEntityFactoryI17CTemplateNPCMakerE
14CEntityFactoryI17CTriggerHierarchyE
14CEntityFactoryI17CTriggerProximityE
14CEntityFactoryI17CTriggerViewProxyE
14CEntityFactoryI17CWateryDeathLeechE
14CEntityFactoryI17CWeaponPortalBaseE
14CEntityFactoryI18CAI_NetworkManagerE
14CEntityFactoryI18CCitadelEnergyCoreE
14CEntityFactoryI18CEnableMotionFixupE
14CEntityFactoryI18CEnvInstructorHintE
14CEntityFactoryI18CEnvParticleScriptE
14CEntityFactoryI18CFilterCombineBallE
14CEntityFactoryI18CFilterMassGreaterE
14CEntityFactoryI18CFuncPlacementClipE
14CEntityFactoryI18CFuncTrainControlsE
14CEntityFactoryI18CGameWeaponManagerE
14CEntityFactoryI18CGenericFlexCyclerE
14CEntityFactoryI18CGrenadeBeamChaserE
14CEntityFactoryI18CHoverTurretTetherE
14CEntityFactoryI18CLabIndicatorPanelE
14CEntityFactoryI18CLogicLineToEntityE
14CEntityFactoryI18CNPC_VehicleDriverE
14CEntityFactoryI18CNPC_Wheatley_BossE
14CEntityFactoryI18CPSCollisionEntityE
14CEntityFactoryI18CPointEntityFinderE
14CEntityFactoryI18CPortalLaserTargetE
14CEntityFactoryI18CPropFutbolSpawnerE
14CEntityFactoryI18CPropTelescopicArmE
14CEntityFactoryI18CPropWallProjectorE
14CEntityFactoryI18CRagdollConstraintE
14CEntityFactoryI18CSimplePhysicsPropE
14CEntityFactoryI18CTriggerAutoCrouchE
14CEntityFactoryI18CTriggerPlayerTeamE
14CEntityFactoryI18CTriggerSoundscapeE
14CEntityFactoryI18CTriggerToggleSaveE
14CEntityFactoryI19CAI_ChangeHintGroupE
14CEntityFactoryI19CAI_LeadGoal_WeaponE
14CEntityFactoryI19CBaseGrenadeContactE
14CEntityFactoryI19CBaseHLCombatWeaponE
14CEntityFactoryI19CEnergyBallLauncherE
14CEntityFactoryI19CEnvPortalPathTrackE
14CEntityFactoryI19CEnvSoundscapeProxyE
14CEntityFactoryI19CFuncLadderEndPointE
14CEntityFactoryI19CFuncNavObstructionE
14CEntityFactoryI19CFuncNoPortalVolumeE
14CEntityFactoryI19CFuncPortalDetectorE
14CEntityFactoryI19CFuncTankPulseLaserE
14CEntityFactoryI19CInfoGameEventProxyE
14CEntityFactoryI19CInfoLadderDismountE
14CEntityFactoryI19CLogicCollisionPairE
14CEntityFactoryI19CLogicEventListenerE
14CEntityFactoryI19CLogicRandomOutputsE
14CEntityFactoryI19CMomentaryRotButtonE
14CEntityFactoryI19CNPC_SecurityCameraE
14CEntityFactoryI19CPhysBoxMultiplayerE
14CEntityFactoryI19CPhysicsShadowCloneE
14CEntityFactoryI19CPointClientCommandE
14CEntityFactoryI19CPointDevShotCameraE
14CEntityFactoryI19CPointFutbolShooterE
14CEntityFactoryI19CPointServerCommandE
14CEntityFactoryI19CPortalMPStatsProxyE
14CEntityFactoryI19CPredictedViewModelE
14CEntityFactoryI19CPropIndicatorPanelE
14CEntityFactoryI19CPropRocketTripwireE
14CEntityFactoryI19CPropTicTacToePanelE
14CEntityFactoryI19CProp_HallucinationE
14CEntityFactoryI19CSimplePhysicsBrushE
14CEntityFactoryI19CTriggerPhysicsTrapE
14CEntityFactoryI19CTriggerWateryDeathE
14CEntityFactoryI19CTriggerWeaponStripE
14CEntityFactoryI20CAI_ActBusyQueueGoalE
14CEntityFactoryI20CAI_ScriptConditionsE
14CEntityFactoryI20CAI_ScriptedScheduleE
14CEntityFactoryI20CAI_ScriptedSentenceE
14CEntityFactoryI20CAI_ScriptedSequenceE
14CEntityFactoryI20CEntityParticleTrailE
14CEntityFactoryI20CEnvDetailControllerE
14CEntityFactoryI20CEnvProjectedTextureE
14CEntityFactoryI20CFuncInstanceIoProxyE
14CEntityFactoryI20CFuncReflectiveGlassE
14CEntityFactoryI20CInfoOverlayAccessorE
14CEntityFactoryI20CInfoPlacementHelperE
14CEntityFactoryI20CLevelPlacardDisplayE
14CEntityFactoryI20CLogicActiveAutosaveE
14CEntityFactoryI20CLogicCompareIntegerE
14CEntityFactoryI20CNPCSpawnDestinationE
14CEntityFactoryI20CNPC_PersonalityCoreE
14CEntityFactoryI20CNeurotoxinCountdownE
14CEntityFactoryI20CPhysSlideConstraintE
14CEntityFactoryI20CPhysicsEntitySolverE
14CEntityFactoryI20CPointCommentaryNodeE
14CEntityFactoryI20CPointVelocitySensorE
14CEntityFactoryI20CPortalButtonTriggerE
14CEntityFactoryI20CProceduralGeneratorE
14CEntityFactoryI20CProjectedWallEntityE
14CEntityFactoryI20CPropExplodingFutbolE
14CEntityFactoryI20CPropFloorBallButtonE
14CEntityFactoryI20CPropFloorCubeButtonE
14CEntityFactoryI20CPropTestChamberDoorE
14CEntityFactoryI20CRagdollPropAttachedE
14CEntityFactoryI20CTargetChangeGravityE
14CEntityFactoryI20CTriggerPingDetectorE
14CEntityFactoryI20CTrigger_TractorBeamE
14CEntityFactoryI20CTurretTipControllerE
14CEntityFactoryI20CWC_UpdateIgnoreListE
14CEntityFactoryI20ParticleSmokeGrenadeE
14CEntityFactoryI21CAI_AllySpeechManagerE
14CEntityFactoryI21CBaseSpriteProjectileE
14CEntityFactoryI21CChallengeModeEndNodeE
14CEntityFactoryI21CEnvTonemapControllerE
14CEntityFactoryI21CFuncAreaPortalWindowE
14CEntityFactoryI21CInstancedSceneEntityE
14CEntityFactoryI21CLogicMeasureMovementE
14CEntityFactoryI21CPhysConstraintSystemE
14CEntityFactoryI21CPointProximitySensorE
14CEntityFactoryI21CPortalGameRulesProxyE
14CEntityFactoryI21CPortalRaceCheckpointE
14CEntityFactoryI21CPrecipitationBlockerE
14CEntityFactoryI21CPropLinkedPortalDoorE
14CEntityFactoryI21CPropPhysicsPaintableE
14CEntityFactoryI21CPropUnderFloorButtonE
14CEntityFactoryI21CPropVehicleDriveableE
14CEntityFactoryI21CServerRagdollTriggerE
14CEntityFactoryI21CTriggerPaintCleanserE
14CEntityFactoryI21CWeaponPromoHelmetEggE
14CEntityFactoryI22CAI_FightFromCoverGoalE
14CEntityFactoryI22CBaseGrenadeConcussionE
14CEntityFactoryI22CColorCorrectionVolumeE
14CEntityFactoryI22CFuncPortalOrientationE
14CEntityFactoryI22CFuncTankCombineCannonE
14CEntityFactoryI22CFuncTankPhysCannisterE
14CEntityFactoryI22CLogicPlayerViewFinderE
14CEntityFactoryI22CMaterialModifyControlE
14CEntityFactoryI22CPointGamestatsCounterE
14CEntityFactoryI22CPortalStatsControllerE
14CEntityFactoryI22CPostProcessControllerE
14CEntityFactoryI22CPropPersonalitySphereE
14CEntityFactoryI22CSunlightShadowControlE
14CEntityFactoryI22CTeamVehicleSpawnPointE
14CEntityFactoryI22CTriggerPlayerMovementE
14CEntityFactoryI22CTriggerPortalCleanserE
14CEntityFactoryI22CTriggerVPhysicsMotionE
14CEntityFactoryI22CTriggerWeaponDissolveE
14CEntityFactoryI22CWeaponPromoAntennaEggE
14CEntityFactoryI22CWeaponPromoHelmetBallE
14CEntityFactoryI23CBasePortalCombatWeaponE
14CEntityFactoryI23CCommentaryViewPositionE
14CEntityFactoryI23CCubeRotationControllerE
14CEntityFactoryI23CEnv_Lightrail_EndpointE
14CEntityFactoryI23CFuncCombineBallSpawnerE
14CEntityFactoryI23CLogicRegisterActivatorE
14CEntityFactoryI23CNPC_Portal_FloorTurretE
14CEntityFactoryI23CPhysicsPropMultiplayerE
14CEntityFactoryI23CPhysicsPropRespawnableE
14CEntityFactoryI23CPlayerPickupControllerE
14CEntityFactoryI23CPointBonusMapsAccessorE
14CEntityFactoryI23CPortalMPGameRulesProxyE
14CEntityFactoryI23CPropPortalStatsDisplayE
14CEntityFactoryI23CWeaponPromoAntennaBallE
14CEntityFactoryI24CAI_RadialLinkControllerE
14CEntityFactoryI24CBaseAnimatingProjectileE
14CEntityFactoryI24CEnvPlayerSurfaceTriggerE
14CEntityFactoryI24CEventQueueSaveLoadProxyE
14CEntityFactoryI25CAI_DynamicLinkControllerE
14CEntityFactoryI25CEnvSoundscapeTriggerableE
14CEntityFactoryI25CInfoInstructorHintTargetE
14CEntityFactoryI25CPointCombineBallLauncherE
14CEntityFactoryI25CPropTractorBeamProjectorE
14CEntityFactoryI25CPropVehicleChoreoGenericE
14CEntityFactoryI25CRocket_Turret_ProjectileE
14CEntityFactoryI25CTriggerCameraMultiplayerE
14CEntityFactoryI26CInfo_Player_Ping_DetectorE
14CEntityFactoryI26CPointPlayerMoveConstraintE
14CEntityFactoryI26CPropVehicleViewControllerE
14CEntityFactoryI27CParticlePerformanceMonitorE
14CEntityFactoryI27CPointAngularVelocitySensorE
14CEntityFactoryI27CProjectedTractorBeamEntityE
14CEntityFactoryI28CInfoTargetPersonalitySphereE
14CEntityFactoryI28CPointBroadcastClientCommandE
14CEntityFactoryI29CNPCEventResponseSystemEntityE
14CEntityFactoryI29CNPC_EnemyFinderCombineCannonE
14CEntityFactoryI29CTest_ProxyToggle_NetworkableE
14CEntityFactoryI29FizzlerMultiOriginSoundPlayerE
14CEntityFactoryI32ProjectedEntityAmbientSoundProxyE
14CEntityFactoryI4CGibE
14CEntityFactoryI4CSunE
14CEntityFactoryI5CBeamE
14CEntityFactoryI5CFireE
14CEntityFactoryI5CFishE
14CEntityFactoryI5CTeamE
14CEntityFactoryI6CBloodE
14CEntityFactoryI6CDecalE
14CEntityFactoryI6CLightE
14CEntityFactoryI6CTeslaE
14CEntityFactoryI6CWorldE
14CEntityFactoryI7CCorpseE
14CEntityFactoryI7CEmbersE
14CEntityFactoryI7CGameUIE
14CEntityFactoryI7CNewNPCE
14CEntityFactoryI7CPlasmaE
14CEntityFactoryI7CRagGibE
14CEntityFactoryI7CShowerE
14CEntityFactoryI7CSpriteE
14CEntityFactoryI8CAISoundE
14CEntityFactoryI8CAI_HintE
14CEntityFactoryI8CCreditsE
14CEntityFactoryI8CEnvBeamE
14CEntityFactoryI8CEnvFadeE
14CEntityFactoryI8CEnvTiltE
14CEntityFactoryI8CEnvWindE
14CEntityFactoryI8CEnvZoomE
14CEntityFactoryI8CGameEndE
14CEntityFactoryI8CMessageE
14CEntityFactoryI8CNodeEntE
14CEntityFactoryI8CPhysBoxE
14CEntityFactoryI8CRotDoorE
14CEntityFactoryI8CSpeakerE
14CEntityFactoryI9CBaseDoorE
14CEntityFactoryI9CBaseFlexE
14CEntityFactoryI9CBubblingE
14CEntityFactoryI9CEnvLaserE
14CEntityFactoryI9CEnvLightE
14CEntityFactoryI9CEnvShakeE
14CEntityFactoryI9CEnvSparkE
14CEntityFactoryI9CFishPoolE
14CEntityFactoryI9CFuncPlatE
14CEntityFactoryI9CFuncWallE
14CEntityFactoryI9CFunc_LODE
14CEntityFactoryI9CGameTextE
14CEntityFactoryI9CItemSodaE
14CEntityFactoryI9CItemSuitE
14CEntityFactoryI9CNPCMakerE
14CEntityFactoryI9CPushableE
14CEntityFactoryI9CRechargeE
14CEntityFactoryI9CSoundEntE
14CEntityFactoryI9CSprayCanE
14CEntityFactoryI9CSteamJetE
14CEntityFactoryI9CWreckageE
14CEntityFactoryI9DustTrailE
14CEnvFireSensor
14CEnvFireSource
14CEnvMicrophone
14CEnvSoundscape
14CEnvWindShared
14CFilterContext
14CFlexExpresser
14CFlextalkActor
14CFloatProperty
14CFogController
14CFuncTankLaser
14CFuncTankTrain
14CFuncTrackAuto
14CFutbolCatcher
14CGameTimescale
14CGenericCycler
14CHFontProperty
14CLogicAutosave
14CLogicalEntity
14CMessageEntity
14CMsgLeaveParty
14CNPC_Furniture
14CPaintDatabase
14CParticleLight
14CPhysExplosion
14CPhysicsSpring
14CPointTeleport
14CPointTemplate
14CPortalCredits
14CPortalMPStats
14CPortalRagdoll
14CPortal_Base2D
14CPortal_Player
14CPrecipitation
14CPropPaintBomb
14CRagdollBoogie
14CRagdollMagnet
14CSOLobbyInvite
14CSOPartyInvite
14CServerGameDLL
14CShadowControl
14CSharedVarBaseI10CUtlVectorI23BlobInterpolationData_t10CUtlMemoryIS1_iEEN12CPaintStream26SharedVar_m_sharedBlobDataEE
14CSharedVarBaseI16CThreadFastMutexN12CPaintStream31SharedVar_m_sharedBlobDataMutexEE
14CSkyboxSwapper
14CSpatialEntity
14CTEAntlionDust
14CTEBloodSprite
14CTEBloodStream
14CTEBubbleTrail
14CTELargeFunnel
14CTEMetalSparks
14CTEMuzzleFlash
14CTEPhysicsProp
14CTEPlayerDecal
14CTESpriteSpray
14CTeamplayRules
14CTempEntTester
14CTemplatesHook
14CTestTraceline
14CTextureToggle
14CTonemapSystem
14CTriggerCamera
14CTriggerImpact
14CTriggerRemove
14CTriggerVolume
14CUsePushFilter
14CUtlMapDataOpsI7CUtlMapI8string_t15CSimpleSimTimercELi2ELi10EE
14CWeaponCubemap
14ConCommandBase
14CountdownTimer
14DamageDatabase
14FizzlerEffects
14IBaseCacheInfo
14IBaseInterface
14IBotController
14IEntityFactory
14IHasAttributes
14IServerGameDLL
14IServerUnknown
14IServerVehicle
14ISharedVarBase
14MovieExplosion
14PaintPowerUserI16CPaintableEntityI12CPhysicsPropEE
14PaintPowerUserI16CPaintableEntityI16CNPC_FloorTurretEE
14PaintPowerUserI16CPaintableEntityI22CBaseMultiplayerPlayerEE
14SporeExplosion
14vehicle_gear_t
15.0
15.f
150.f
1500
15CAI_ActBusyGoal
15CAI_AssaultGoal
15CAI_DynamicLink
15CAmbientGeneric
15CAutoGameSystem
15CBaseEntityList
15CBaseGameSystem
15CBaseProjectile
15CBaseTempEntity
15CBlendingCycler
15CCommentaryAuto
15CEconItemSchema
15CEconItemSystem
15CEntityDissolve
15CEntityFreezing
15CEnvEntityMaker
15CEnvMuzzleFlash
15CFilterMultiple
15CFuncMoveLinear
15CFuncNavBlocker
15CFuncTankMortar
15CFuncTrackTrain
15CFuncWallToggle
15CFunc_DustCloud
15CFunc_DustMotes
15CFunc_Portalled
15CGCServerSystem
15CGCUpdateConVar
15CGameGibManager
15CGamePlayerTeam
15CGamePlayerZone
15CGameRulesProxy
15CGameStringPool
15CGlobalEventLog
15CGrabController
15CHalfLife2Proxy
15CIPLocationInfo
15CInfoCameraLink
15CInfoMassCenter
15CInfoRemarkable
15CItemGeneration
15CLogicPlayMovie
15CLogicTimeScale
15CMP_LobbyScreen
15CMathColorBlend
15CMemberFunctor0IP16CPropCombineBallMS0_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor0IP18CParallelProcessorI24QueryCacheUpdateRecord_t21CFuncJobItemProcessorIS1_ELi1EEMS4_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor0IP18CParallelProcessorIP8CNavArea21CFuncJobItemProcessorIS2_ELi1EEMS5_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor1IP13CAI_NavigatorMS0_FbRK6VectorES2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor2IP13CAI_NavigatorMS0_FbRK12AI_NavGoal_tjES2_j12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor3IP14CBreakablePropMS0_FvRK6VectorS4_RK6QAngleES2_S2_S5_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMoveableCamera
15CMsgAMSendEmail
15CMsgConVarValue
15CMsgHttpRequest
15CMultiplayRules
15CNuggetDirector
15CParticleSystem
15CPhysBallSocket
15CPhysConstraint
15CPlayerResource
15CPointSpotlight
15CPoseController
15CProjectedDecal
15CPropEnergyBall
15CPropGladosCore
15CPropMonsterBox
15CRagdollManager
15CSOItemCriteria
15CScriptedTarget
15CServerGameEnts
15CServerGameTags
15CSmallTextEntry
15CSpriteOriented
15CStringProperty
15CTEBeamEntPoint
15CTEDynamicLight
15CTEEnergySplash
15CTeamSpawnPoint
15CTempEntsSystem
15CTonemapTrigger
15CTraceFilterLOS
15CTraceFilterNav
15CTriggerCDAudio
15CTriggerGravity
15CTriggerRPGFire
15CWeaponItemBase
15CWeaponPaintGun
15IEntityListener
15INPCInteractive
15INodeListFilter
15IPaintPowerUser
15ISaveRestoreOps
15IServerGameEnts
15IServerGameTags
15ITempEntsSystem
15vehiclesounds_t
16.f
16CAI_BaseHumanoid
16CAI_BehaviorBase
16CAI_BehaviorHostI11CAI_BaseNPCE
16CAI_BlendingHostI16CAI_BehaviorHostI11CAI_BaseNPCEE
16CAI_ChangeTarget
16CAI_LeadBehavior
16CAI_Relationship
16CAI_SpeechFilter
16CAI_StandoffGoal
16CActBusyAnimData
16CActivityDataOps
16CBrushEntityList
16CColorCorrection
16CCyclicalHoliday
16CDataManagerBase
16CDefaultAccessor
16CDllDemandLoader
16CEntityClassListI10CSkyCameraE
16CEntityClassListI12CPointCameraE
16CEntityClassListI17CPhysicsNPCSolverE
16CEntityClassListI19CFuncNoPortalVolumeE
16CEntityClassListI19CFuncPortalDetectorE
16CEntityClassListI22CFuncPortalOrientationE
16CEntitySaveUtils
16CEnvAR2Explosion
16CEnvAmbientLight
16CEnvScreenEffect
16CFuncIllusionary
16CFuncSmokeVolume
16CFuncTrackChange
16CFuncVehicleClip
16CGamePlayerEquip
16CHotPotatoSocket
16CInfoPortalScore
16CInfo_Coop_Spawn
16CLogicBranchList
16CLogicNavigation
16CMotorController
16CMsgHttpResponse
16CNPC_EnemyFinder
16CNPC_FloorTurret
16CNPC_HoverTurret
16CPaintableEntityI12CPhysicsPropE
16CPaintableEntityI16CNPC_FloorTurretE
16CPaintableEntityI20CBaseProjectedEntityE
16CPaintableEntityI22CBaseMultiplayerPlayerE
16CPathCornerCrash
16CPlayerInventory
16CPlayerLocalData
16CPortalGameRules
16CPortalGameStats
16CPortalSimulator
16CPrecacheHandler
16CPropCombineBall
16CPropFloorButton
16CPropGlassFutbol
16CPropUnderButton
16CPushBlockerEnum
16CRecipientFilter
16CRemoteBugHelper
16CRuleBrushEntity
16CRulePointEntity
16CSOEconClaimCode
16CServerBenchmark
16CSimThinkManager
16CTEArmorRicochet
16CTEBeamRingPoint
16CTraceFilterDoor
16CTracePassFilter
16CTriggerCatapult
16CTriggerMultiple
16CTriggerTeleport
16CWaterLODControl
16CWeaponLOSFilter
16CWeaponPortalgun
16FileWeaponInfo_t
16FilterDamageType
16IAI_MovementSink
16ICommandCallback
16IDrivableVehicle
16IEntitySaveUtils
16IGameStatTracker
16IIsHolidayActive
16IMapEntityFilter
16IMatchEventsSink
16IPaintableEntity
16IPositionWatcher
16IPrecacheHandler
16IRecipientFilter
16IServerBenchmark
16IVPhysicsWatcher
16IWatcherCallback
16PaintPowerInfo_t
175.f
17CAI_ExpresserHostI11CBasePlayerE
17CAI_ExpresserHostI16CAI_BaseHumanoidE
17CAI_ExpresserHostI18CFlexExpresserShimE
17CAI_ExpresserSink
17CAimTargetManager
17CAttributeManager
17CBaseCombatWeapon
17CBaseGrenadeTimed
17CBaseMoveBehavior
17CBreakableSurface
17CChoreoStringPool
17CCommentarySystem
17CConstraintAnchor
17CDateBasedHoliday
17CEconTool_Default
17CEconTool_DescTag
17CEconTool_NameTag
17CEntityListSystem
17CEnvDOFController
17CEnvEffectsScript
17CEnvEntityIgniter
17CEnvQuadraticBeam
17CEnvScreenOverlay
17CFilterPlayerHeld
17CFuncPortalBumper
17CFuncVPhysicsClip
17CGlobalEntityList
17CHotPotatoCatcher
17CHotPotatoSpawner
17CIKSaveRestoreOps
17CInfoIntermission
17CInventoryManager
17CLinkedPortalDoor
17CLogicAchievement
17CLogicCoopManager
17CLogicPlayerProxy
17CModelSoundsCache
17CMoveHelperServer
17CMovementSpeedMod
17CMsgAMGetLicenses
17CMsgGCReportAbuse
17CMsgInviteToParty
17CMsgKickFromParty
17CMsgWebAPIRequest
17CNPC_RocketTurret
17CPhysicsCloneArea
17CPhysicsGameTrace
17CPhysicsNPCSolver
17CPluginBotManager
17CPointAngleSensor
17CPointChangelevel
17CPortal_PointPush
17CPrecacheRegister
17CPropDoorRotating
17CPropFutbolSocket
17CPropWeightedCube
17CRotorWashShooter
17CSceneListManager
17CServerOnlyEntity
17CSingleDayHoliday
17CSlideshowDisplay
17CSolidSetDefaults
17CSoundscapeSystem
17CTEEffectDispatch
17CTEFootprintDecal
17CTEFoundryHelpers
17CTEGaussExplosion
17CTEParticleSystem
17CTEProjectedDecal
17CTEShatterSurface
17CTankTargetChange
17CTargetCDAudioRep
17CTemplateNPCMaker
17CThrustController
17CTraceFilterMelee
17CTraceTypeWrapper
17CTriggerHierarchy
17CTriggerProximity
17CTriggerTraceEnum
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17CUtlSymbolDataOps
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17CUtlVectorDataOpsI10CUtlVectorI11thinkfunc_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI13AI_Waypoint_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14CPassengerInfo10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14Relationship_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14globalentity_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14physfollower_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI14vehicle_gear_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI15CAnimationLayer10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI16UnreachableEnt_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI17ResponseContext_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI17modifiedconvars_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI18AISquadEnemyInfo_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI19magnetted_objects_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI20vehicle_crashsound_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI24AIChannelScheduleState_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI24SaveRestoreBlockHeader_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI24ScriptedNPCInteraction_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI27CAI_ScriptConditionsElement10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorI6Vector10CUtlMemoryIS1_iEELi3EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CAI_BaseNPCE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CBaseEntityE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CBasePlayerE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI11CVGuiScreenE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI12CSceneEntityE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI17CBaseCombatWeaponE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI17CSceneListManagerE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI5CFishE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI7CHandleI9CBaseFlexE10CUtlMemoryIS3_iEELi13EE
17CUtlVectorDataOpsI10CUtlVectorI8string_t10CUtlMemoryIS1_iEELi2EE
17CUtlVectorDataOpsI10CUtlVectorIP11CBaseEntity10CUtlMemoryIS2_iEELi12EE
17CUtlVectorDataOpsI10CUtlVectorIf10CUtlMemoryIfiEELi16EE
17CUtlVectorDataOpsI10CUtlVectorIi10CUtlMemoryIiiEELi5EE
17CUtlVectorDataOpsI18CAI_InterestTargetLi10EE
17CWateryDeathLeech
17CWeaponPortalBase
17IChoreoStringPool
17IEntityEnumerator
17IEntityFindFilter
17IPhysicsGameTrace
17IPredictionSystem
17IRotorWashShooter
17PS_InternalData_t
17fogplayerparams_t
1800
18446744073709551615
18CAI_FollowBehavior
18CAI_LocalNavigator
18CAI_NetworkManager
18CBaseServerVehicle
18CBuildModeNavCombo
18CCitadelEnergyCore
18CCollisionProperty
18CDefSaveRestoreOps
18CEconItemAttribute
18CEconTool_CrateKey
18CEconTool_GiftWrap
18CEconTool_PaintCan
18CEnableMotionFixup
18CEnvInstructorHint
18CEnvParticleScript
18CEventsSaveDataOps
18CFilterCombineBall
18CFilterMassGreater
18CFlexExpresserShim
18CFuncPlacementClip
18CFuncTrainControls
18CGCMsgMemCachedGet
18CGCMsgMemCachedSet
18CGameEventListener
18CGameWeaponManager
18CGenericFlexCycler
18CGrenadeBeamChaser
18CHoverTurretTether
18CLabIndicatorPanel
18CLogicLineToEntity
18CMsgAMFindAccounts
18CMsgGameServerInfo
18CMsgNotifyWatchdog
18CMsgPackageLicense
18CMsgProtoBufHeader
18CMsgSOCacheVersion
18CMsgSOSingleObject
18CNPC_VehicleDriver
18CNPC_Wheatley_Boss
18CPSCollisionEntity
18CPlayerInfoManager
18CPointEntityFinder
18CPortal2ItemSchema
18CPortal2ItemSystem
18CPortalLaserTarget
18CPortalMPGameRules
18CPostProcessSystem
18CPrecacheOtherList
18CPropFutbolSpawner
18CPropTelescopicArm
18CPropWallProjector
18CRagdollConstraint
18CServerGameClients
18CSimplePhysicsProp
18CTEPlayerAnimEvent
18CTextureIdProperty
18CTraceFilterEntity
18CTraceFilterHitAll
18CTraceFilterSimple
18CTriggerAutoCrouch
18CTriggerPlayerTeam
18CTriggerSoundscape
18CTriggerToggleSave
18CUtlCachedFileDataI17CModelSoundsCacheE
18CVScriptGameSystem
18CVisibilityMonitor
18CWeeksBasedHoliday
18IAI_BehaviorBridge
18ICurveDataAccessor
18IDelayedSchemaData
18IEconItemInterface
18INearestNodeFilter
18IPlayerInfoManager
18IResourcePrecacher
18IServerGameClients
18IServerNetworkable
18MenuItemCheckImage
18PropPaintPowerUserI12CPhysicsPropE
18PropPaintPowerUserI16CNPC_FloorTurretE
192t
195.f
19CAI_ActBusyBehavior
19CAI_AssaultBehavior
19CAI_ChangeHintGroup
19CAI_DefMovementSink
19CAI_LeadGoal_Weapon
19CAttributeContainer
19CBaseGrenadeContact
19CBaseHLCombatWeapon
19CBaseParticleEntity
19CBulletsTraceFilter
19CCombatCharVisCache
19CDecalEmitterSystem
19CEconItemDefinition
19CEconTool_ClaimCode
19CEnergyBallLauncher
19CEntityTouchManager
19CEnvPortalPathTrack
19CEnvSoundscapeProxy
19CFlexAnimationTrack
19CFuncAreaPortalBase
19CFuncLadderEndPoint
19CFuncNavObstruction
19CFuncNoPortalVolume
19CFuncPortalDetector
19CFuncTankPulseLaser
19CGCMsgGetIPLocation
19CGCReplicateConVars
19CGCUpdateItemSchema
19CGameResponseSystem
19CInfoGameEventProxy
19CInfoLadderDismount
19CLogicCollisionPair
19CLogicEventListener
19CLogicRandomOutputs
19CMomentaryRotButton
19CMsgServerAvailable
19CMsgSystemBroadcast
19CNPCBaseInteractiveI11CAI_BaseNPCE
19CNPCBaseInteractiveI24CAI_BasePhysicsFlyingBotE
19CNPC_SecurityCamera
19CPaintStreamManager
19CPhysBoxMultiplayer
19CPhysicsShadowClone
19CPluginHelpersCheck
19CPointClientCommand
19CPointDevShotCamera
19CPointFutbolShooter
19CPointServerCommand
19CPortalGameMovement
19CPortalMPStatsProxy
19CPortalPlayerShared
19CPredictedViewModel
19CPropIndicatorPanel
19CPropRocketTripwire
19CPropTicTacToePanel
19CProp_Hallucination
19CSOEconItemEquipped
19CSOItemCommunityMap
19CSimplePhysicsBrush
19CSoundControllerImp
19CSoundEmitterSystem
19CTEClientProjectile
19CTEWallPaintedEvent
19CTriggerPhysicsTrap
19CTriggerWateryDeath
19CTriggerWeaponStrip
19CUtlNoEscConversion
19CVariantSaveDataOps
19CVoiceGameMgrHelper
19HitBoxDamagedEntityI26PlayerPickupPaintPowerUserI16CNPC_FloorTurretEE
19IDecalEmitterSystem
19IGameEventListener2
19IGameSystemPerFrame
19IMultiplayerPhysics
19IPhysicsObjectEvent
19IPluginHelpersCheck
19IVPhysicsKeyHandler
19IVoiceGameMgrHelper
19PS_SimulationData_t
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2012-01-02
20CAI_ActBusyQueueGoal
20CAI_BehaviorHostBaseI11CAI_BaseNPCE
20CAI_FuncTankBehavior
20CAI_ScriptConditions
20CAI_ScriptedSchedule
20CAI_ScriptedSentence
20CAI_ScriptedSequence
20CAI_StandoffBehavior
20CAI_TacticalServices
20CBaseCombatCharacter
20CBaseEntityClassList
20CBaseProjectedEntity
20CBaseVPhysicsTrigger
20CCopyRecipientFilter
20CDragDropHelperPanel
20CEconTool_Collection
20CEconTool_Noisemaker
20CEntityParticleTrail
20CEnvDetailController
20CEnvProjectedTexture
20CFilterOnlyHotPotato
20CFlaggedEntitiesEnum
20CFuncInstanceIoProxy
20CFuncReflectiveGlass
20CGCMsgGetSystemStats
20CInfoOverlayAccessor
20CInfoPlacementHelper
20CLevelPlacardDisplay
20CLogicActiveAutosave
20CLogicCompareInteger
20CMapLoadEntityFilter
20CModelPrecacheSystem
20CMsgAMAddFreeLicense
20CMsgGCGetCommandList
20CMsgItemAcknowledged
20CMsgReplicateConVars
20CMsgStoreGetUserData
20CMsgUpdateItemSchema
20CNPCSpawnDestination
20CNPC_PersonalityCore
20CNavAreaCriticalData
20CNeurotoxinCountdown
20CParticleSystemQuery
20CPhysSlideConstraint
20CPhysicsEntitySolver
20CPlayerVoiceListener
20CPointCommentaryNode
20CPointVelocitySensor
20CPortalButtonTrigger
20CProceduralGenerator
20CProjectedWallEntity
20CPropExplodingFutbol
20CPropFloorBallButton
20CPropFloorCubeButton
20CPropTestChamberDoor
20CRagdollPropAttached
20CRefCountServiceBaseILb1E6CRefMTE
20CSOEconItemAttribute
20CSaveRestoreBlockSet
20CSceneFindMarkFilter
20CScenePrecacheSystem
20CSceneTokenProcessor
20CSharedUtlVectorBaseI23BlobInterpolationData_tN12CPaintStream26SharedVar_m_sharedBlobDataEE
20CTargetChangeGravity
20CToolFrameworkServer
20CTraceFilterPushMove
20CTraceFilterSkipNPCs
20CTriggerPingDetector
20CTrigger_TractorBeam
20CTurretTipController
20CVehicleSoundsParser
20CWC_UpdateIgnoreList
20IChoreoEventCallback
20INPCPassengerCarrier
20IPaintStreamAutoList
20IParticleSystemQuery
20IPartitionEnumerator
20IPortalLaserAutoList
20ISaveRestoreBlockSet
20ISceneTokenProcessor
20IToolFrameworkServer
20ParticleSmokeGrenade
20vehicle_crashsound_t
2160
21CAI_AllySpeechManager
21CBaseAnimatingOverlay
21CBaseGameStats_Driver
21CBaseSpriteProjectile
21CBreakModelsPrecached
21CChallengeModeEndNode
21CEconTool_WeddingRing
21CEconTool_WrappedGift
21CEnvTonemapController
21CFlexSceneFileManager
21CFuncAreaPortalWindow
21CGCMsgMemCachedDelete
21CInfoPlacementManager
21CInstancedSceneEntity
21CLogicMeasureMovement
21CMsgDevNewItemRequest
21CMsgInvitationCreated
21CMsgSOCacheSubscribed
21CMsgSOMultipleObjects
21CMultiPlayerAnimState
21CPASAttenuationFilter
21CPaintCleanserManager
21CPhysConstraintEvents
21CPhysConstraintSystem
21CPointProximitySensor
21CPortalGameRulesProxy
21CPortalRaceCheckpoint
21CPortal_Base2D_Shared
21CPortal_UI_Controller
21CPrecipitationBlocker
21CProjectorCollideList
21CPropLinkedPortalDoor
21CPropPhysicsPaintable
21CPropUnderFloorButton
21CPropVehicleDriveable
21CRagdollLRURetirement
21CRemarkableEntityList
21CResponseQueueManager
21CSOSelectedItemPreset
21CServerRagdollTrigger
21CTraceFilterNoPlayers
21CTraceFilterPushFinal
21CTraceFilterWorldOnly
21CTriggerPaintCleanser
21CUtlCStringConversion
21CWeaponPromoHelmetEgg
21IKeyValuesDumpContext
21INavAvoidanceObstacle
21IPlayerPickupVPhysics
21IScriptInstanceHelper
225.0f
22CAI_ComponentWithOuterI11CAI_BaseNPC16CAI_BehaviorBaseE
22CAI_FightFromCoverGoal
22CBaseGrenadeConcussion
22CBaseMultiplayerPlayer
22CBaseResourcePrecacher
22CColorCorrectionSystem
22CColorCorrectionVolume
22CDefaultResponseSystem
22CFilterOnlyGlassFutbol
22CFuncPortalOrientation
22CFuncTankCombineCannon
22CFuncTankPhysCannister
22CLogicPlayerViewFinder
22CMaterialModifyControl
22CModelSoundsCacheSaver
22CMsgAMGetUserGameStats
22CMsgGCGetEmailTemplate
22CMsgPlaytestRemoveDemo
22CMsgPlaytestReportDemo
22CMultiplayer_Expresser
22CPhysObjSaveRestoreOps
22CPhysicsPushedEntities
22CPointGamestatsCounter
22CPolyhedron_TempMemory
22CPortal2ItemDefinition
22CPortalPlayerAnimState
22CPortalPlayerInventory
22CPortalPlayerLocalData
22CPortalStatsController
22CPortal_CollisionEvent
22CPostProcessController
22CPropPersonalitySphere
22CRespawnEntitiesFilter
22CServerNetworkProperty
22CServerOnlyPointEntity
22CSunlightShadowControl
22CTeamVehicleSpawnPoint
22CTraceFilterSimpleList
22CTriggerPlayerMovement
22CTriggerPortalCleanser
22CTriggerVPhysicsMotion
22CTriggerWeaponDissolve
22CWeaponPromoAntennaEgg
22CWeaponPromoHelmetBall
22IBreakableWithPropData
22IEventRegisterCallback
22IParentPropInteraction
22IPhysicsCollisionEvent
23CAI_LeadBehaviorHandler
23CAI_MoveAndShootOverlay
23CAutoGameSystemPerFrame
23CBaseGameSystemPerFrame
23CBasePortalCombatWeapon
23CClassPtrSaveRestoreOps
23CCommentaryViewPosition
23CCubeRotationController
23CDataObjectAccessSystem
23CEntityDataInstantiatorI10ModelScaleE
23CEntityDataInstantiatorI11touchlink_tE
23CEntityDataInstantiatorI12CWatcherListE
23CEntityDataInstantiatorI12groundlink_tE
23CEntityDataInstantiatorI17physicspushlist_tE
23CEntityDataInstantiatorI18StepSimulationDataE
23CEntityDataInstantiatorI18vphysicsupdateai_tE
23CEnv_Lightrail_Endpoint
23CFourWheelServerVehicle
23CFuncCombineBallSpawner
23CGCMsgSystemStatsSchema
23CGameDLL_ConVarAccessor
23CLagCompensationManager
23CLogicRegisterActivator
23CMsgAMSendEmailResponse
23CMsgGCStorePurchaseInit
23CMsgPartyInviteResponse
23CMsgPlaytestTestMessage
23CMsgSOCacheUnsubscribed
23CMsgUpdatePeriodicEvent
23CNPCEventResponseSystem
23CNPC_Portal_FloorTurret
23CPhysicsPropMultiplayer
23CPhysicsPropRespawnable
23CPointBonusMapsAccessor
23CPointTemplatePrecacher
23CPortalInventoryManager
23CPortalMPGameRulesProxy
23CPropPortalStatsDisplay
23CTraceFilterOnlyHitThis
23CTraceFilterPlayersNPCs
23CTransformedCollideable
23CWeaponPromoAntennaBall
23CleanserVortexTraceEnum
23IConCommandBaseAccessor
23IEntityDataInstantiator
23ILagCompensationManager
23IPartitionQueryCallback
23IPhysSaveRestoreManager
23IPhysicsCollisionSolver
23IPhysicsConstraintEvent
24CAI_BasePhysicsFlyingBot
24CAI_NavInHintGroupFilter
24CAI_RadialLinkController
24CAI_SensedObjectsManager
24CBaseAnimatingProjectile
24CChildOperatorDefinition
24CConceptHistoriesDataOps
24CConstantForceController
24CEntityFactoryDictionary
24CEnvPlayerSurfaceTrigger
24CEventQueueSaveLoadProxy
24CFourWheelVehiclePhysics
24CInstancedResponseSystem
24CPaintAffectedEntityList
24CPolyhedron_LumpedMemory
24CPostFrameNavigationHook
24CProportionalIntProperty
24CSOEconGameAccountClient
24CSOItemCriteriaCondition
24CSoundEnvelopeController
24CStdStringSaveRestoreOps
24CTEKillPlayerAttachments
24CTraceFilterEntitiesOnly
24CVarBitVecSaveRestoreOpsI7CBitVecILi32EEE
24CVehicleChoreoViewParser
24IEntityFactoryDictionary
24IInventoryUpdateListener
24ISaveRestoreBlockHandler
24ITriggerCatapultAutoList
24PortalPlayerStatistics_t
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250.0
250.f
255 0 0 255
255 106 0 255
255 255 0 255
255 255 200 96
255 255 255 255
256.0f
256.f
25CAI_DynamicLinkController
25CAI_ExpresserWithFollowup
25CBroadcastRecipientFilter
25CChallengeModeEndNodeKeys
25CEconTool_DuelingMinigame
25CEnvSoundscapeTriggerable
25CInfoInstructorHintTarget
25CMsgAMGetLicensesResponse
25CMsgGCReportAbuseResponse
25CMsgRequestItemSchemaData
25CMsgSetPresetItemPosition
25CPointCombineBallLauncher
25CPropTractorBeamProjector
25CPropVehicleChoreoGeneric
25CProportionalXPosProperty
25CProportionalYPosProperty
25CSOEconItemPresetInstance
25CSoundPatchSaveRestoreOps
25CThinkContextsSaveDataOps
25CTraceFilterValidForDecal
25CTriggerCameraMultiplayer
25EntityParticleTrailInfo_t
25IPropWeightedCubeAutoList
25MaterialIndexDataOpsProxy
26CAI_FightFromCoverBehavior
26CEconTool_BackpackExpander
26CEconTool_CustomizeTexture
26CGCMsgMemCachedGetResponse
26CGCMsgMemCachedSet_KeyPair
26CInfo_Player_Ping_Detector
26CMsgAMFindAccountsResponse
26CMsgGCNameItemNotification
26CMsgHttpRequest_QueryParam
26CMsgPlaytestMarkDemoNotNew
26CPathfindNearestNodeFilter
26CPointPlayerMoveConstraint
26CPortalVortexEffectManager
26CPropVehicleViewController
26CProportionalFloatProperty
26CServerDLLSharedAppSystems
26CSingleUserRecipientFilter
26CStringTableSaveRestoreOps
26CTraceFilterGroundEntities
26CTraceFilterNoNPCsOrPlayer
26ICommandCompletionCallback
26IServerDLLSharedAppSystems
26PlayerPickupPaintPowerUserI12CPhysicsPropE
26PlayerPickupPaintPowerUserI16CNPC_FloorTurretE
27CAI_SaveRestoreBlockHandler
27CChoreoGenericServerVehicle
27CDefSaveRestoreBlockHandler
27CDefaultParticleSystemQuery
27CFunc_VPhysics_Clip_Watcher
27CGCMsgGetIPLocationResponse
27CInfoTargetEntityEnumerator
27CMsgAdjustItemEquippedState
27CMsgDevDebugRollLootRequest
27CMsgReplayUploadedToYouTube
27CMsgRequestInventoryRefresh
27CParticlePerformanceMonitor
27CPointAngularVelocitySensor
27CPortal2ResearchDataTracker
27CPortalPlayerModelPrecacher
27CProjectedTractorBeamEntity
27CSceneFindNearestMarkFilter
27CTraceFilterSkipTwoEntities
27CTraceFilterTranslateClones
27ICountedPartitionEnumerator
27IKeyValuesDumpContextAsText
27IParticleOperatorDefinition
27ITriggerTractorBeamAutoList
28CCleanupDefaultRelationShips
28CDefaultPlayerPickupVPhysics
28CGCMsgGetSystemStatsResponse
28CInfoTargetPersonalitySphere
28CMsgAMAddFreeLicenseResponse
28CMsgGCGetCommandListResponse
28CMsgSOCacheSubscriptionCheck
28CMsgSelectItemPresetForClass
28CMsgStoreGetUserDataResponse
28CPhysSaveRestoreBlockHandler
28CPointBroadcastClientCommand
28CPortalCollideableEnumerator
28CSteamWorksGameStatsUploader
28CTraceFilterWalkableEntities
28IProjectedWallEntityAutoList
29CAI_EnemiesListSaveRestoreOps
29CEconCraftingRecipeDefinition
29CEntFireAutoCompletionFunctor
29CGCDev_NewItemRequestResponse
29CGCStorePurchaseInit_LineItem
29CKeyValuesDumpContextAsDevMsg
29CMsgHttpRequest_RequestHeader
29CMsgPlaytestMarkDemoForDelete
29CMsgPlaytestReportDemoSession
29CNPCEventResponseSystemEntity
29CNPC_EnemyFinderCombineCannon
29CPaintSaveRestoreBlockHandler
29CResponseSystemSaveRestoreOps
29CTest_ProxyToggle_Networkable
29CTraceFilterAgainstEntityList
29CTraceFilterEntityIgnoreOther
29CTraceFilterOnlyNPCsAndPlayer
29CTraceFilterWorldAndPropsOnly
29FizzlerMultiOriginSoundPlayer
2;1u"
2E\ftP
2\n\nline_items
2ffffff.
2guns
3 - bottom-right
3 - down & right
3+VX
3.0f
300.f
30000
30000.f
30CEntitySaveRestoreBlockHandler
30CMsgAMGetUserGameStatsResponse
30CMsgGCGetEmailTemplateResponse
30CMsgSOCacheSubscriptionRefresh
30CPS_AutoGameSys_EntityListener
30CPortalSimulatorEventCallbacks
30CTraceFilterNoCombatCharacters
30DelayedSchemaData_GCDirectData
30ITriggerPortalCleanserAutoList
31CBaseEntityScriptInstanceHelper
31CMsgCommunityMapItemVoteSummary
31CMsgGCClientDisplayNotification
31CMsgGCStorePurchaseInitResponse
31CMsgHttpResponse_ResponseHeader
31CMsgIncrementKillCountAttribute
31CMsgPlaytestRetrieveDemoHandles
31CResponseRulesToEngineInterface
31CStaticCollisionPolyhedronCache
31CTraceFilterCollisionGroupDelta
31CTraceFilterSimpleClassnameList
31CVScriptSaveRestoreBlockHandler
32CDirtySpatialPartitionEntityList
32CMsgAMSendEmail_ReplacementToken
32ProjectedEntityAmbientSoundProxy
3300
333333
333?
333?333?
333@
33CMsgSelectItemPresetForClassReply
33CPortalServerDllPropPortalLocator
33CReliableBroadcastRecipientFilter
33CTemplate_SaveRestoreBlockHandler
33IPortalServerDllPropPortalLocator
33s?
34CMsgSOMultipleObjects_SingleObject
34DelayedSchemaData_HTTPResponseData
350.0
3500
35CCommentary_SaveRestoreBlockHandler
35CEventQueue_SaveRestoreBlockHandler
35CGCMsgMemCachedGetResponse_ValueTag
35CTraceFilterPlayersNPCsPhysicsProps
36864
36CAI_MappedActivityBehavior_Temporary
36CMsgAMGetUserGameStatsResponse_Stats
36CMsgCommunityMapAddQueueHistoryEntry
36CMsgSOCacheSubscribed_SubscribedType
375.0f
37CMsgPlaytestRetrieveDemoPlayersForMap
39CCommunity_GamePersonalDataCategoryInfo
39CMsgCommunityMapItemVoteSummaryResponse
39CMsgPlaytestRetrieveDemoHandlesResponse
39CTraceFilterSkipTwoEntitiesAndTeammates
3FP3NT\t
3Fp3Nt\t
3ff.
3fffff.
3ffffff.
4 - no pin
4.0f
40CMsgPlaytestRetrieveNewDemoCountResponse
43CMsgAMSendEmail_PersonaNameReplacementToken
45.0
45.0f
45CCommunity_GetGamePersonalDataEntries_Request
45CDefaultResponseSystemSaveRestoreBlockHandler
45CMsgPlaytestRetrieveDemoPlayersForMapResponse
46CCommunity_GetGamePersonalDataEntries_Response
48CCommunity_GetGamePersonalDataCategories_Request
48kD8\f,
49CCommunity_GetGamePersonalDataCategories_Response
49CMsgAMGetUserGameStatsResponse_Achievement_Blocks
4:wi
4;9D
4CJob
4CSun
4D11CAI_Network
4F~61
4\n\fSingleObject
4fff.
4ffffff.
5.0f
50.f
500.0f
500.f
51CCommunity_TerminateGamePersonalDataEntries_Request
52CCommunity_TerminateGamePersonalDataEntries_Response
55.0f
5CFire
5CItem
5CSave
5CTeam
5ISave
5\n\vnested_type
5ff.
5ffff.
5fffff.
6+FX
6+VX
60.0f
60.f
60000.f
6;VX
6CBlood
6CDecal
6CLight
6CTesla
6CWorld
6ConVar
6\n\fmessage_type
6ffff.
70.f
711CStatueProp
7C;Y\f
7CBotCmd
7CCorpse
7CCycler
7CEmbers
7CGameUI
7CNewNPC
7CPlasma
7CRagGib
7CShower
7CSprite
7CTEDust
7CTEFizz
7Dragger
7IConVar
7IGCUser
7INotify
7IScorer
7\n\tenum_type
7ff.
7fff.
8 um@
8"tQ
8#u7
8*tA
8/uB
80.f
800.0f
80t 
81t,
85.0f
8;Nl
8CAISound
8CAmmoDef
8CCatcher
8CCredits
8CEnvBeam
8CEnvFade
8CEnvTilt
8CEnvWind
8CEnvZoom
8CFmtStrNILi1024EE
8CFmtStrNILi128EE
8CFmtStrNILi256EE
8CFmtStrNILi32EE
8CFunctor
8CGameEnd
8CMessage
8CNavArea
8CNodeEnt
8CPhysBox
8CRestore
8CRotDoor
8CSpeaker
8CTEDecal
8CTESmoke
8CUserCmd
8ICatcher
8IEffects
8IRestore
8IVehicle
8\n\textension
8ff&?
8ff.
8ffffff.
8vu!
9 t\nB
9 ui
9!t\nB
9"t\nB
9#t\nB
9$t\nB
9%t\nB
9&t\nB
9't\nB
9(t\nB
9(ui
9)t\nB
9*t\nB
9+t\nB
9,t\nB
9-t\nB
9.0f
9.t\nB
9/t\nB
90 0 0
90tM
90tW
90t\nB
90t\r
90uC
91t\nB
91u\t
92t\nB
92t\nG
92t\vA
93t\nB
93u\
94\nt\f
94t\nB
95t\nB
96t\nB
97tHA
97t\nB
97u\
98t/
98t\nB
98tq
98tw
98ty
999999.0
99t\nB
99t\v@
9:t\nB
9:t\nC
9;tP
9;t\nA
9;t\nB
9<3t
9<t\nB
9=t\nB
9@\fu1
9A }H
9A0u
9A0~^
9AXt3
9AXtC
9Aht
9Aht"
9Aht&
9Aht.
9Aht5
9Bht
9C,tJ9C tE9C$t@9C(t;G9
9CAI_Motor
9CBaseFire
9CBaseFlex
9CBaseProp
9CBubbling
9CCallbackI15CGCServerSystem23SteamServersConnected_tLb1EE
9CCallbackI28CSteamWorksGameStatsUploader24GameStatsSessionClosed_tLb1EE
9CCallbackI28CSteamWorksGameStatsUploader24GameStatsSessionIssued_tLb1EE
9CCallbackIN5GCSDK9CGCClientE20GCMessageAvailable_tLb0EE
9CEconItem
9CEnvLaser
9CEnvLight
9CEnvShake
9CEnvSpark
9CEventLog
9CFishPool
9CFuncPlat
9CFuncTank
9CFuncWall
9CFunc_LOD
9CFunctor1IPFvP11CBaseEntityES1_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CFunctor1IPFvbEb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CFunctor2IPFvP14IPhysicsObjectRK6VectorES1_S2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CFunctor2IPFvPP8CFunctorjES2_i12CRefCounted1IS0_20CRefCountServiceBaseILb1E6CRefMTEEE
9CFunctor3IPFvP14IPhysicsObjectRK6VectorS4_ES1_S2_S2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CFunctor4IPFP11CBaseEntityS1_S1_bfES1_S1_bf12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CGameText
9CItemSoda
9CItemSuit
9CNPCMaker
9CPropData
9CPushable
9CSkipKeys
9CSoundEnt
9CSprayCan
9CSteamJet
9CTEImpact
9CTESparks
9CTESprite
9CWreckage
9Cht
9Cht 
9Cht/
9Cht@
9ChtE
9DustTrail
9E\fu
9E\f~w
9F$t
9F(t
9F4t
9F\ft
9Fht
9Fht 
9Fht$
9Fht(
9Fht+
9Fht-
9Fht.
9Fht/
9Fht3
9FhtH
9FhtI
9FhtR
9FhtT
9Fht\
9Fhtn
9G0t"A9
9Ght
9Ght$
9Ght(
9Ght+
9Ght2
9Ght8
9Ght:
9GhtS
9GhtY
9Ght\f
9Ghtw
9H t
9H$t!9H(t%9H,t)9H0u
9HHt
9Hht
9Hht#
9Hht'
9Hht4
9Hht:
9HhtB
9HhtO
9HhtR
9HhtV
9Hhtn
9Hhu\f
9IEconTool
9IRegistry
9J t
9J$t\v9J(t
9K u8
9L2\fu
9L> uH
9M\fu
9P$t#
9PuY
9Q$u
9T7<tF
9V$t 
9W$t 
9Yht(
9Z u
9\f0uO
9\f8uO
9\ft\nB
9\nt4
9\nt\nB
9\ntq
9\rt\nB
9\tt\nB
9\vt\nB
9^H|z
9^ht
9^htc
9_<tM
9_ltP
9a&g
9ffff.
9p$u
9pht
9phtJ
9rh|~
9sdt
9sh|z
9slt
9u\ft/
9u\fu
9xht
9y u\r
9y$t
9{ht
9~ht
9~ht/
9~ht`
: In stopped anim. 
: Protocol message serialized to a size different from what was originally expected.  Perhaps it was modified by another thread during serialization?
: Stopped for %.2f. 
: Tried to copy from a message with a different type.to: 
: Tried to merge from a message with a different type.  to: 
:0uz
::ExecGameTypeCfg
:refresh
;8tC
;A0|j
;A4u1
;A8}H
;AL}vf9QZrp
;AXt
;A|tI
;BXt
;BXtJ
;BXtL
;BXtQ
;E\ftm
;E\fu6
;F0t
;GDu
;GLu
;HHu{
;JXt
;JXt`
;JXu
;M\fts
;U\fuR
;XXu
;p4}U
;pXt
;qL}yf9YZrs
;rLu
;r\ft1
;u\ftM
;w\ftM
;zXu
<!-- DMXVersion
<15CCollisionEvent
<< NULL >>\n
<<Invalid>>
<<illegal>>
<<invalid>>
<<null entity>>
<J`+tuAf9
<Jpt
<JptuAf9
<JttuAf9
<NULL>
<UNKNOWN STATE>
<\n\ncategories
<bot id>.  Kills bot.
<bot name> <command string...>.  Sends specified command on behalf of specified bot
<cu\nG
<logical entity>
<no file>
<null>
<ru\fG
<unnamed>
========================================\n
==============================\n
===PORTAL %i TELEPORTING: %s : %f %f %f : %f===\n
=UUU
=bvcduL
=fff>
=fff?
>11CAI_BaseNPC
>21CAI_ProxyMovementSink
>fffff.
>ffffff.
>uhA
?12CBaseGrenade
?13CAI_MoveProbe
?13CGameMovement
?14CBaseAnimating
?15CMemberFunctor1IP14CPortal_Base2DMS0_FvP11CBaseEntityES3_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
?16CAI_BlendedMotor
?20CTractorBeam_Manager
?23CPlayerPickupController
?333333
?8CAI_Hint
?9CBaseDoor
?9CRecharge
?9CRegistry
???CRR_Response bogus index
?VCCDt
?ff&?ff&?ff&?
?fff.
?ffff.
?fffff.
?ffffff
@0RP
@0udf
@12CChangeLevel
@13BlobTraceEnum
@13IHandleEntity
@16CSingleplayRules
@HC9
@\n\vserver_type
@fff.
@fffff.
@glados
@h;Cht
@h;ChtF
@loader_path/libsteam_api.dylib
@loader_path/libtier0.dylib
@loader_path/libvstdlib.dylib
@loader_path/server.dylib
@transition_script
A Hiding Spot is off of the Nav Mesh at setpos %.0f %.0f %.0f\n
A file with this name is already in the pool.
A protocol message was rejected because it was too big (more than 
A,98
A,t2
A13CTEBeamPoints
A18CUtlCharConversion
A@Ju
ABHu
ACH.BOX_HOLE_IN_ONE
ACH.FOUR_PORTALS
ACH.LAUNCH_TURRET
ACH.PARTNER_DROP
ACH.PORTAL_TAUNT
ACH.ROCK_CRUSHES_ROBOT
ACH.TAUNTS[1]
ACH.TAUNTS[2]
ACH.TAUNTS[3]
ACH.TAUNTS[4]
ACH.TAUNTS[5]
ACH.TAUNTS[6]
ACH.TAUNTS[7]
ACH.TAUNTS[8]
ACH.TAUNT_CAMERA[%i]
ACH.WITH_STYLE
ACH.YOU_MONSTER
ACID
ACTBUSY: %s(%s) was told to actbusy while inside an actbusy that needs to exit first. IGNORING.\n
ACTBUSY: Actbusy goal %s (%s) ForceNPCToActBusy input with data: %s.\n
ACTBUSY: Actbusy goal %s (%s) activated.\n
ACTBUSY: Actbusy goal %s (%s) disabled.\n
ACTBUSY: ForceActBusy on NPC %s (%s): 
ACTBUSY: ForceActBusyLeave on NPC %s (%s)\n
ACTBUSY: NPC %s (%s) ending actbusy.\n
ACTBUSY: NPC %s (%s) found Actbusy node %s \n
ACTBUSY: StopBusying on NPC %s (%s)\n
ACTBUSY: behavior disabled on NPC %s (%s)\n
ACTBUSY: behavior enabled on NPC %s (%s)\n
ACTOR
ACT_180_LEFT
ACT_180_RIGHT
ACT_90_LEFT
ACT_90_RIGHT
ACT_ALIEN_BURROW_IDLE
ACT_ALIEN_BURROW_OUT
ACT_ARM
ACT_BARNACLE_CHEW
ACT_BARNACLE_CHOMP
ACT_BARNACLE_HIT
ACT_BARNACLE_PULL
ACT_BIG_FLINCH
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_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_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_CROUCH_IDLE_AUTOGUN
ACT_CROUCH_IDLE_DUAL
ACT_CROUCH_IDLE_RIFLE
ACT_CROUCH_IDLE_SHOTGUN
ACT_DEPLOY
ACT_DEPLOY_IDLE
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_FRONTSIDE
ACT_DIE_GUTSHOT
ACT_DIE_HEADSHOT
ACT_DIE_LEFTSIDE
ACT_DIE_RIGHTSIDE
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_DOOR_LOCKED
ACT_DOOR_OPEN
ACT_DOTA_ATTACK
ACT_DOTA_ATTACK_EVENT
ACT_DOTA_CAST_ABILITY_1
ACT_DOTA_CAST_ABILITY_2
ACT_DOTA_CAST_ABILITY_3
ACT_DOTA_CAST_ABILITY_4
ACT_DOTA_CHANNEL_ABILITY_1
ACT_DOTA_CHANNEL_ABILITY_2
ACT_DOTA_CHANNEL_ABILITY_3
ACT_DOTA_CHANNEL_ABILITY_4
ACT_DOTA_CHANNEL_END_ABILITY_1
ACT_DOTA_CHANNEL_END_ABILITY_2
ACT_DOTA_CHANNEL_END_ABILITY_3
ACT_DOTA_CHANNEL_END_ABILITY_4
ACT_DOTA_DIE
ACT_DOTA_DISABLED
ACT_DOTA_FLINCH
ACT_DOTA_IDLE
ACT_DOTA_OVERRIDE_ABILITY_1
ACT_DOTA_OVERRIDE_ABILITY_2
ACT_DOTA_OVERRIDE_ABILITY_3
ACT_DOTA_OVERRIDE_ABILITY_4
ACT_DOTA_RUN
ACT_DO_NOT_DISTURB
ACT_DROP_WEAPON
ACT_DROP_WEAPON_SHOTGUN
ACT_DUCK_DODGE
ACT_DYINGLOOP
ACT_DYINGTODEAD
ACT_EXPLODE
ACT_FIRE
ACT_FIRE_END
ACT_FIRE_LOOP
ACT_FIRE_RECOVER
ACT_FIRE_START
ACT_FLICK_LEFT
ACT_FLICK_LEFT_MIDDLE
ACT_FLICK_RIGHT
ACT_FLICK_RIGHT_MIDDLE
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_FLOOR_TURRET_CLOSE
ACT_FLOOR_TURRET_CLOSED_IDLE
ACT_FLOOR_TURRET_DIE
ACT_FLOOR_TURRET_DIE_IDLE
ACT_FLOOR_TURRET_FIRE
ACT_FLOOR_TURRET_FIRE2
ACT_FLOOR_TURRET_OPEN
ACT_FLOOR_TURRET_OPEN_IDLE
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_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_HOVER_TURRET_ALERT
ACT_HOVER_TURRET_ANGRY
ACT_HOVER_TURRET_DISABLED
ACT_HOVER_TURRET_SEARCH
ACT_IDLE
ACT_IDLETORUN
ACT_IDLE_AGITATED
ACT_IDLE_AIM_AGITATED
ACT_IDLE_AIM_AUTOGUN
ACT_IDLE_AIM_DUAL
ACT_IDLE_AIM_PISTOL
ACT_IDLE_AIM_RELAXED
ACT_IDLE_AIM_RIFLE
ACT_IDLE_AIM_RIFLE_STIMULATED
ACT_IDLE_AIM_SHOTGUN
ACT_IDLE_AIM_STEALTH
ACT_IDLE_AIM_STIMULATED
ACT_IDLE_ANGRY
ACT_IDLE_ANGRY_MELEE
ACT_IDLE_ANGRY_PISTOL
ACT_IDLE_ANGRY_RPG
ACT_IDLE_ANGRY_SHOTGUN
ACT_IDLE_ANGRY_SMG1
ACT_IDLE_AUTOGUN
ACT_IDLE_CARRY
ACT_IDLE_DUAL
ACT_IDLE_HURT
ACT_IDLE_MANNEDGUN
ACT_IDLE_MELEE
ACT_IDLE_ON_FIRE
ACT_IDLE_PACKAGE
ACT_IDLE_PISTOL
ACT_IDLE_RELAXED
ACT_IDLE_RIFLE
ACT_IDLE_RPG
ACT_IDLE_RPG_RELAXED
ACT_IDLE_SHOTGUN
ACT_IDLE_SHOTGUN_AGITATED
ACT_IDLE_SHOTGUN_RELAXED
ACT_IDLE_SHOTGUN_STIMULATED
ACT_IDLE_SMG1
ACT_IDLE_SMG1_RELAXED
ACT_IDLE_SMG1_STIMULATED
ACT_IDLE_STEALTH
ACT_IDLE_STEALTH_PISTOL
ACT_IDLE_STIMULATED
ACT_IDLE_SUITCASE
ACT_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_AUTOGUN
ACT_JUMP_DUAL
ACT_JUMP_RIFLE
ACT_JUMP_SHOTGUN
ACT_LAND
ACT_LEAP
ACT_LOOKBACK_LEFT
ACT_LOOKBACK_RIGHT
ACT_MELEE_ATTACK1
ACT_MELEE_ATTACK2
ACT_MELEE_ATTACK_SWING
ACT_MELEE_ATTACK_SWING_GESTURE
ACT_MELEE_VM_DRAW
ACT_MELEE_VM_DRYFIRE
ACT_MELEE_VM_HOLSTER
ACT_MELEE_VM_IDLE
ACT_MELEE_VM_IDLE_LOWERED
ACT_MELEE_VM_IDLE_TO_LOWERED
ACT_MELEE_VM_LOWERED_TO_IDLE
ACT_MELEE_VM_PRIMARYATTACK
ACT_MELEE_VM_PULLBACK
ACT_MELEE_VM_RELOAD
ACT_MELEE_VM_SECONDARYATTACK
ACT_MP_AIRWALK
ACT_MP_AIRWALK_BUILDING
ACT_MP_AIRWALK_ITEM1
ACT_MP_AIRWALK_ITEM2
ACT_MP_AIRWALK_MELEE
ACT_MP_AIRWALK_PDA
ACT_MP_AIRWALK_PRIMARY
ACT_MP_AIRWALK_SECONDARY
ACT_MP_ATTACK_AIRWALK_BUILDING
ACT_MP_ATTACK_AIRWALK_GRENADE
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING
ACT_MP_ATTACK_AIRWALK_GRENADE_MELEE
ACT_MP_ATTACK_AIRWALK_GRENADE_PRIMARY
ACT_MP_ATTACK_AIRWALK_GRENADE_SECONDARY
ACT_MP_ATTACK_AIRWALK_ITEM1
ACT_MP_ATTACK_AIRWALK_ITEM2
ACT_MP_ATTACK_AIRWALK_MELEE
ACT_MP_ATTACK_AIRWALK_PRIMARY
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE
ACT_MP_ATTACK_AIRWALK_SECONDARY
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE
ACT_MP_ATTACK_CROUCH_BUILDING
ACT_MP_ATTACK_CROUCH_GRENADE
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY
ACT_MP_ATTACK_CROUCH_ITEM1
ACT_MP_ATTACK_CROUCH_ITEM1_SECONDARY
ACT_MP_ATTACK_CROUCH_ITEM2
ACT_MP_ATTACK_CROUCH_ITEM2_SECONDARY
ACT_MP_ATTACK_CROUCH_MELEE
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY
ACT_MP_ATTACK_CROUCH_POSTFIRE
ACT_MP_ATTACK_CROUCH_PREFIRE
ACT_MP_ATTACK_CROUCH_PRIMARY
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE
ACT_MP_ATTACK_CROUCH_PRIMARYFIRE_DEPLOYED
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED
ACT_MP_ATTACK_CROUCH_SECONDARY
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE
ACT_MP_ATTACK_STAND_BUILDING
ACT_MP_ATTACK_STAND_GRENADE
ACT_MP_ATTACK_STAND_GRENADE_BUILDING
ACT_MP_ATTACK_STAND_GRENADE_MELEE
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY
ACT_MP_ATTACK_STAND_ITEM1
ACT_MP_ATTACK_STAND_ITEM1_SECONDARY
ACT_MP_ATTACK_STAND_ITEM2
ACT_MP_ATTACK_STAND_ITEM2_SECONDARY
ACT_MP_ATTACK_STAND_MELEE
ACT_MP_ATTACK_STAND_MELEE_SECONDARY
ACT_MP_ATTACK_STAND_PDA
ACT_MP_ATTACK_STAND_POSTFIRE
ACT_MP_ATTACK_STAND_PREFIRE
ACT_MP_ATTACK_STAND_PRIMARY
ACT_MP_ATTACK_STAND_PRIMARYFIRE
ACT_MP_ATTACK_STAND_PRIMARYFIRE_DEPLOYED
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED
ACT_MP_ATTACK_STAND_SECONDARY
ACT_MP_ATTACK_STAND_SECONDARYFIRE
ACT_MP_ATTACK_STAND_STARTFIRE
ACT_MP_ATTACK_SWIM_BUILDING
ACT_MP_ATTACK_SWIM_GRENADE
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING
ACT_MP_ATTACK_SWIM_GRENADE_MELEE
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY
ACT_MP_ATTACK_SWIM_ITEM1
ACT_MP_ATTACK_SWIM_ITEM2
ACT_MP_ATTACK_SWIM_MELEE
ACT_MP_ATTACK_SWIM_PDA
ACT_MP_ATTACK_SWIM_POSTFIRE
ACT_MP_ATTACK_SWIM_PREFIRE
ACT_MP_ATTACK_SWIM_PRIMARY
ACT_MP_ATTACK_SWIM_PRIMARYFIRE
ACT_MP_ATTACK_SWIM_SECONDARY
ACT_MP_ATTACK_SWIM_SECONDARYFIRE
ACT_MP_CROUCHWALK
ACT_MP_CROUCHWALK_BUILDING
ACT_MP_CROUCHWALK_ITEM1
ACT_MP_CROUCHWALK_ITEM2
ACT_MP_CROUCHWALK_MELEE
ACT_MP_CROUCHWALK_PDA
ACT_MP_CROUCHWALK_PRIMARY
ACT_MP_CROUCHWALK_SECONDARY
ACT_MP_CROUCH_BUILDING
ACT_MP_CROUCH_DEPLOYED
ACT_MP_CROUCH_DEPLOYED_IDLE
ACT_MP_CROUCH_IDLE
ACT_MP_CROUCH_ITEM1
ACT_MP_CROUCH_ITEM2
ACT_MP_CROUCH_MELEE
ACT_MP_CROUCH_PDA
ACT_MP_CROUCH_PRIMARY
ACT_MP_CROUCH_SECONDARY
ACT_MP_DEATH_CRUSH
ACT_MP_DEATH_CRUSH_PRIMARY
ACT_MP_DEPLOYED
ACT_MP_DEPLOYED_IDLE
ACT_MP_DEPLOYED_PRIMARY
ACT_MP_DOUBLEJUMP
ACT_MP_DROWNING_PRIMARY
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_IMPACT_E
ACT_MP_JUMP_IMPACT_N
ACT_MP_JUMP_IMPACT_S
ACT_MP_JUMP_IMPACT_TOP
ACT_MP_JUMP_IMPACT_W
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_LONG_FALL
ACT_MP_LONG_FALL_PRIMARY
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_RUN_SPEEDPAINT
ACT_MP_RUN_SPEEDPAINT_PRIMARY
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_TRACTORBEAM_FLOAT
ACT_MP_TRACTORBEAM_FLOAT_PRIMARY
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_MYCUSTOMACTIVITY
ACT_OBJ_ASSEMBLING
ACT_OBJ_DETERIORATING
ACT_OBJ_DISMANTLING
ACT_OBJ_IDLE
ACT_OBJ_PLACING
ACT_OBJ_RUNNING
ACT_OBJ_STARTUP
ACT_OBJ_UPGRADING
ACT_OPEN_DOOR
ACT_OVERLAY_GRENADEIDLE
ACT_OVERLAY_GRENADEREADY
ACT_OVERLAY_PRIMARYATTACK
ACT_OVERLAY_SHIELD_ATTACK
ACT_OVERLAY_SHIELD_DOWN
ACT_OVERLAY_SHIELD_KNOCKBACK
ACT_OVERLAY_SHIELD_UP
ACT_OVERLAY_SHIELD_UP_IDLE
ACT_PDA_VM_DRAW
ACT_PDA_VM_DRYFIRE
ACT_PDA_VM_HOLSTER
ACT_PDA_VM_IDLE
ACT_PDA_VM_IDLE_LOWERED
ACT_PDA_VM_IDLE_TO_LOWERED
ACT_PDA_VM_LOWERED_TO_IDLE
ACT_PDA_VM_PRIMARYATTACK
ACT_PDA_VM_PULLBACK
ACT_PDA_VM_RELOAD
ACT_PDA_VM_SECONDARYATTACK
ACT_PHYSCANNON_ANIMATE
ACT_PHYSCANNON_ANIMATE_POST
ACT_PHYSCANNON_ANIMATE_PRE
ACT_PHYSCANNON_DETACH
ACT_PHYSCANNON_UPGRADE
ACT_PICKUP_GROUND
ACT_PICKUP_RACK
ACT_PLAYER_CROUCH_FIRE
ACT_PLAYER_CROUCH_WALK_FIRE
ACT_PLAYER_IDLE_FIRE
ACT_PLAYER_RUN_FIRE
ACT_PLAYER_WALK_FIRE
ACT_POLICE_HARASS1
ACT_POLICE_HARASS2
ACT_PREP_EXPLODE
ACT_PREP_TO_FIRE
ACT_PRIMARY_VM_DRAW
ACT_PRIMARY_VM_DRYFIRE
ACT_PRIMARY_VM_HOLSTER
ACT_PRIMARY_VM_IDLE
ACT_PRIMARY_VM_IDLE_LOWERED
ACT_PRIMARY_VM_IDLE_TO_LOWERED
ACT_PRIMARY_VM_LOWERED_TO_IDLE
ACT_PRIMARY_VM_PRIMARYATTACK
ACT_PRIMARY_VM_PULLBACK
ACT_PRIMARY_VM_RELOAD
ACT_PRIMARY_VM_SECONDARYATTACK
ACT_RANGE_AIM_AR2_LOW
ACT_RANGE_AIM_LOW
ACT_RANGE_AIM_PISTOL_LOW
ACT_RANGE_AIM_SMG1_LOW
ACT_RANGE_ATTACK1
ACT_RANGE_ATTACK1_LOW
ACT_RANGE_ATTACK2
ACT_RANGE_ATTACK2_LOW
ACT_RANGE_ATTACK_AR1
ACT_RANGE_ATTACK_AR2
ACT_RANGE_ATTACK_AR2_GRENADE
ACT_RANGE_ATTACK_AR2_LOW
ACT_RANGE_ATTACK_AUTOGUN
ACT_RANGE_ATTACK_DUAL
ACT_RANGE_ATTACK_HMG1
ACT_RANGE_ATTACK_ML
ACT_RANGE_ATTACK_PISTOL
ACT_RANGE_ATTACK_PISTOL_LOW
ACT_RANGE_ATTACK_RIFLE
ACT_RANGE_ATTACK_RPG
ACT_RANGE_ATTACK_SHOTGUN
ACT_RANGE_ATTACK_SHOTGUN_LOW
ACT_RANGE_ATTACK_SLAM
ACT_RANGE_ATTACK_SMG1
ACT_RANGE_ATTACK_SMG1_LOW
ACT_RANGE_ATTACK_SMG2
ACT_RANGE_ATTACK_SNIPER_RIFLE
ACT_RANGE_ATTACK_THROW
ACT_RANGE_ATTACK_TRIPWIRE
ACT_RAPPEL_LOOP
ACT_READINESS_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED
ACT_READINESS_RELAXED_TO_STIMULATED
ACT_READINESS_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_STIMULATED_TO_RELAXED
ACT_RELOAD
ACT_RELOAD_AUTOGUN
ACT_RELOAD_DUAL
ACT_RELOAD_FAIL
ACT_RELOAD_FINISH
ACT_RELOAD_LOW
ACT_RELOAD_PISTOL
ACT_RELOAD_PISTOL_LOW
ACT_RELOAD_RIFLE
ACT_RELOAD_SHOTGUN
ACT_RELOAD_SHOTGUN_LOW
ACT_RELOAD_SMG1
ACT_RELOAD_SMG1_LOW
ACT_RELOAD_START
ACT_RELOAD_SUCCEED
ACT_RESET
ACT_RIDE_MANNED_GUN
ACT_ROLL_LEFT
ACT_ROLL_RIGHT
ACT_RUN
ACT_RUNTOIDLE
ACT_RUN_AGITATED
ACT_RUN_AIM
ACT_RUN_AIM_AGITATED
ACT_RUN_AIM_AUTOGUN
ACT_RUN_AIM_DUAL
ACT_RUN_AIM_PISTOL
ACT_RUN_AIM_RELAXED
ACT_RUN_AIM_RIFLE
ACT_RUN_AIM_RIFLE_STIMULATED
ACT_RUN_AIM_SHOTGUN
ACT_RUN_AIM_STEALTH
ACT_RUN_AIM_STEALTH_PISTOL
ACT_RUN_AIM_STIMULATED
ACT_RUN_CROUCH
ACT_RUN_CROUCH_AIM
ACT_RUN_CROUCH_AIM_RIFLE
ACT_RUN_CROUCH_RIFLE
ACT_RUN_CROUCH_RPG
ACT_RUN_HURT
ACT_RUN_ON_FIRE
ACT_RUN_PISTOL
ACT_RUN_PROTECTED
ACT_RUN_RELAXED
ACT_RUN_RIFLE
ACT_RUN_RIFLE_RELAXED
ACT_RUN_RIFLE_STIMULATED
ACT_RUN_RPG
ACT_RUN_RPG_RELAXED
ACT_RUN_SCARED
ACT_RUN_STEALTH
ACT_RUN_STEALTH_PISTOL
ACT_RUN_STIMULATED
ACT_SCRIPT_CUSTOM_MOVE
ACT_SECONDARY_VM_DRAW
ACT_SECONDARY_VM_DRYFIRE
ACT_SECONDARY_VM_HOLSTER
ACT_SECONDARY_VM_IDLE
ACT_SECONDARY_VM_IDLE_LOWERED
ACT_SECONDARY_VM_IDLE_TO_LOWERED
ACT_SECONDARY_VM_LOWERED_TO_IDLE
ACT_SECONDARY_VM_PRIMARYATTACK
ACT_SECONDARY_VM_PULLBACK
ACT_SECONDARY_VM_RELOAD
ACT_SECONDARY_VM_SECONDARYATTACK
ACT_SHIELD_ATTACK
ACT_SHIELD_DOWN
ACT_SHIELD_KNOCKBACK
ACT_SHIELD_UP
ACT_SHIELD_UP_IDLE
ACT_SHIPLADDER_DOWN
ACT_SHIPLADDER_UP
ACT_SHOTGUN_PUMP
ACT_SHOTGUN_RELOAD_FINISH
ACT_SHOTGUN_RELOAD_START
ACT_SIGNAL1
ACT_SIGNAL2
ACT_SIGNAL3
ACT_SIGNAL_ADVANCE
ACT_SIGNAL_FORWARD
ACT_SIGNAL_GROUP
ACT_SIGNAL_HALT
ACT_SIGNAL_LEFT
ACT_SIGNAL_RIGHT
ACT_SIGNAL_TAKECOVER
ACT_SLAM_DETONATOR_DETONATE
ACT_SLAM_DETONATOR_DRAW
ACT_SLAM_DETONATOR_HOLSTER
ACT_SLAM_DETONATOR_IDLE
ACT_SLAM_DETONATOR_STICKWALL_DRAW
ACT_SLAM_DETONATOR_THROW_DRAW
ACT_SLAM_STICKWALL_ATTACH
ACT_SLAM_STICKWALL_ATTACH2
ACT_SLAM_STICKWALL_DETONATE
ACT_SLAM_STICKWALL_DETONATOR_HOLSTER
ACT_SLAM_STICKWALL_DRAW
ACT_SLAM_STICKWALL_IDLE
ACT_SLAM_STICKWALL_ND_ATTACH
ACT_SLAM_STICKWALL_ND_ATTACH2
ACT_SLAM_STICKWALL_ND_DRAW
ACT_SLAM_STICKWALL_ND_IDLE
ACT_SLAM_STICKWALL_TO_THROW
ACT_SLAM_STICKWALL_TO_THROW_ND
ACT_SLAM_STICKWALL_TO_TRIPMINE_ND
ACT_SLAM_THROW_DETONATE
ACT_SLAM_THROW_DETONATOR_HOLSTER
ACT_SLAM_THROW_DRAW
ACT_SLAM_THROW_IDLE
ACT_SLAM_THROW_ND_DRAW
ACT_SLAM_THROW_ND_IDLE
ACT_SLAM_THROW_THROW
ACT_SLAM_THROW_THROW2
ACT_SLAM_THROW_THROW_ND
ACT_SLAM_THROW_THROW_ND2
ACT_SLAM_THROW_TO_STICKWALL
ACT_SLAM_THROW_TO_STICKWALL_ND
ACT_SLAM_THROW_TO_TRIPMINE_ND
ACT_SLAM_TRIPMINE_ATTACH
ACT_SLAM_TRIPMINE_ATTACH2
ACT_SLAM_TRIPMINE_DRAW
ACT_SLAM_TRIPMINE_IDLE
ACT_SLAM_TRIPMINE_TO_STICKWALL_ND
ACT_SLAM_TRIPMINE_TO_THROW_ND
ACT_SLEEP
ACT_SMALL_FLINCH
ACT_SMG2_DRAW2
ACT_SMG2_DRYFIRE2
ACT_SMG2_FIRE2
ACT_SMG2_IDLE2
ACT_SMG2_RELOAD2
ACT_SMG2_TOAUTO
ACT_SMG2_TOBURST
ACT_SPECIAL_ATTACK1
ACT_SPECIAL_ATTACK2
ACT_SPECIFIC_SEQUENCE
ACT_SPINAROUND
ACT_SPRAY
ACT_STAND
ACT_STARTDYING
ACT_STEP_BACK
ACT_STEP_FORE
ACT_STEP_LEFT
ACT_STEP_RIGHT
ACT_STRAFE_LEFT
ACT_STRAFE_RIGHT
ACT_SWIM
ACT_TRANSITION
ACT_TURN
ACT_TURNLEFT45
ACT_TURNRIGHT45
ACT_TURN_LEFT
ACT_TURN_RIGHT
ACT_UNDEPLOY
ACT_USE
ACT_VICTORY_DANCE
ACT_VM_ATTACH_SILENCER
ACT_VM_DETACH_SILENCER
ACT_VM_DRAW
ACT_VM_DRAW_DEPLOYED
ACT_VM_DRAW_SILENCED
ACT_VM_DRYFIRE
ACT_VM_DRYFIRE_LEFT
ACT_VM_DRYFIRE_SILENCED
ACT_VM_FIDGET
ACT_VM_FIZZLE
ACT_VM_HAULBACK
ACT_VM_HITCENTER
ACT_VM_HITCENTER2
ACT_VM_HITLEFT
ACT_VM_HITLEFT2
ACT_VM_HITRIGHT
ACT_VM_HITRIGHT2
ACT_VM_HOLSTER
ACT_VM_IDLE
ACT_VM_IDLE_EMPTY_LEFT
ACT_VM_IDLE_LOWERED
ACT_VM_IDLE_SILENCED
ACT_VM_IDLE_TO_LOWERED
ACT_VM_IS_DRAW
ACT_VM_IS_HOLSTER
ACT_VM_IS_IDLE
ACT_VM_IS_PRIMARYATTACK
ACT_VM_LOWERED_TO_IDLE
ACT_VM_MISSCENTER
ACT_VM_MISSCENTER2
ACT_VM_MISSLEFT
ACT_VM_MISSLEFT2
ACT_VM_MISSRIGHT
ACT_VM_MISSRIGHT2
ACT_VM_PICKUP
ACT_VM_PRIMARYATTACK
ACT_VM_PRIMARYATTACK_SILENCED
ACT_VM_PULLBACK
ACT_VM_PULLBACK_HIGH
ACT_VM_PULLBACK_LOW
ACT_VM_PULLPIN
ACT_VM_RECOIL1
ACT_VM_RECOIL2
ACT_VM_RECOIL3
ACT_VM_RELEASE
ACT_VM_RELOAD
ACT_VM_RELOAD_SILENCED
ACT_VM_SECONDARYATTACK
ACT_VM_SPRINT_ENTER
ACT_VM_SPRINT_IDLE
ACT_VM_SPRINT_LEAVE
ACT_VM_SWINGHARD
ACT_VM_SWINGHIT
ACT_VM_SWINGMISS
ACT_VM_THROW
ACT_VM_UNUSABLE
ACT_VM_UNUSABLE_TO_USABLE
ACT_VM_USABLE_TO_UNUSABLE
ACT_WAKE
ACT_WALK
ACT_WALK_AGITATED
ACT_WALK_AIM
ACT_WALK_AIM_AGITATED
ACT_WALK_AIM_AUTOGUN
ACT_WALK_AIM_DUAL
ACT_WALK_AIM_PISTOL
ACT_WALK_AIM_RELAXED
ACT_WALK_AIM_RIFLE
ACT_WALK_AIM_RIFLE_STIMULATED
ACT_WALK_AIM_SHOTGUN
ACT_WALK_AIM_STEALTH
ACT_WALK_AIM_STEALTH_PISTOL
ACT_WALK_AIM_STIMULATED
ACT_WALK_ANGRY
ACT_WALK_CARRY
ACT_WALK_CROUCH
ACT_WALK_CROUCH_AIM
ACT_WALK_CROUCH_AIM_RIFLE
ACT_WALK_CROUCH_RIFLE
ACT_WALK_CROUCH_RPG
ACT_WALK_HURT
ACT_WALK_ON_FIRE
ACT_WALK_PACKAGE
ACT_WALK_PISTOL
ACT_WALK_RELAXED
ACT_WALK_RIFLE
ACT_WALK_RIFLE_RELAXED
ACT_WALK_RIFLE_STIMULATED
ACT_WALK_RPG
ACT_WALK_RPG_RELAXED
ACT_WALK_SCARED
ACT_WALK_STEALTH
ACT_WALK_STEALTH_PISTOL
ACT_WALK_STIMULATED
ACT_WALK_SUITCASE
ADDED %s (%s) to transition.\n
ADDED.\n
AE_ACTBUSY_WEAPON_FIRE_OFF
AE_ACTBUSY_WEAPON_FIRE_ON
AE_ALLOW_MOVEMENT
AE_AMMOCRATE_PICKUP_AMMO
AE_ASW_FOOTSTEP
AE_CLIENT_EFFECT_ATTACH
AE_CL_ADD_PARTICLE_EFFECT_CP
AE_CL_BODYGROUP_SET_VALUE
AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN
AE_CL_CREATE_PARTICLE_BRASS
AE_CL_CREATE_PARTICLE_EFFECT
AE_CL_DISABLE_BODYGROUP
AE_CL_ENABLE_BODYGROUP
AE_CL_PLAYSOUND
AE_CL_STOPSOUND
AE_CL_STOP_PARTICLE_EFFECT
AE_COMBO_TRANSITION
AE_EMPTY
AE_MARINE_FOOTSTEP
AE_MARINE_RELOAD_SOUND_A
AE_MARINE_RELOAD_SOUND_B
AE_MARINE_RELOAD_SOUND_C
AE_MELEE_DAMAGE
AE_MELEE_START_COLLISION_DAMAGE
AE_MELEE_STOP_COLLISION_DAMAGE
AE_MUZZLEFLASH
AE_NPC_180TURN
AE_NPC_ADDGESTURE
AE_NPC_ATTACK_BROADCAST
AE_NPC_BODYDROP_HEAVY
AE_NPC_BODYDROP_LIGHT
AE_NPC_DRAW
AE_NPC_HOLSTER
AE_NPC_HURT_INTERACTION_PARTNER
AE_NPC_ITEM_PICKUP
AE_NPC_LEFTFOOT
AE_NPC_MUZZLEFLASH
AE_NPC_RAGDOLL
AE_NPC_RESTARTGESTURE
AE_NPC_RIGHTFOOT
AE_NPC_SET_INTERACTION_CANTDIE
AE_NPC_SWISHSOUND
AE_NPC_WEAPON_DROP
AE_NPC_WEAPON_FIRE
AE_NPC_WEAPON_SET_ACTIVITY
AE_NPC_WEAPON_SET_SEQUENCE_NAME
AE_NPC_WEAPON_SET_SEQUENCE_NUMBER
AE_RAGDOLL
AE_REMOVE_CLIENT_AIM
AE_SCREEN_SHAKE
AE_SKILL_EVENT
AE_START_DETECTING_COMBO
AE_START_SCRIPTED_EFFECT
AE_STOP_DETECTING_COMBO
AE_STOP_SCRIPTED_EFFECT
AE_SV_DUSTTRAIL
AE_SV_PLAYSOUND
AE_THUMPER_THUMP
AE_TUG_INCAP
AE_WPN_HIDE
AE_WPN_INCREMENTAMMO
AE_WPN_PLAYWPNSOUND
AE_WPN_PRIMARYATTACK
AE_WPN_UNHIDE
AGJu
AHf9
AI Enabled.\n
AI Resume...\n
AI Stepping...\n
AI node graph corrupt\n
AIAgentSaveHeader_t
AIAgentScheduleState_t
AIBehaviorChannelSaveHeader_t
AIChannelScheduleState_t
AIE_DORMANT
AIE_EFFICIENT
AIE_NORMAL
AIE_SUPER_EFFICIENT
AIE_VERY_EFFICIENT
AIExtendedSaveHeader_t
AIME_EFFICIENT
AIME_NORMAL
AIN_NO_DEST
AINet
AIRBOAT
AIScheduleState_t
AISquadEnemyInfo_t
AIWalkable
AI_AIM
AI_BLINK
AI_BaseNPC.BodyDrop_Heavy
AI_BaseNPC.BodyDrop_Light
AI_BaseNPC.SentenceStop
AI_BaseNPC.SwishSound
AI_Behaviors
AI_DISABLEAI
AI_EnemyInfo_t
AI_FollowNavInfo_t
AI_FollowParams_t
AI_FreePassParams_t
AI_HOLSTER
AI_IGNORECOLLISION
AI_LeadArgs_t
AI_RANDOMFACEFLEX
AI_RANDOMHEADFLEX
AI_RANDOMLOOK
AI_Response
AI_ResponseParams
AI_ResponseSystem:  Unxpected TokenWaiting() with NULL buffer in %s
AI_StandoffParams_t
AI_UNHOLSTER
AI_Waypoint_t
AI_Waypoint_t pool
AIs will not even consider remarkarbles that are more than this many units away.
ALERT
ALPHA
ALPHA2
ALWAYSGIB
APPSYSTEM: In ConnectInterfaces(), s_nRegistrationCount is %d!\n
AR2AltFire
AR2Explosion
AR2Tracer
AVOID
AVOID 
AVelocity: %.2f %.2f %.2f
A\ftF
AbandonIfEnemyHides
Abs Velocity: (%f, %f, %f)\n
AcceptsBall
AccumulatePose
Achievement reward %s has no items!
AchievementEvent
Achievement_Blocks
Act Accuracy: %.1f
Act Busy
Act Busy: Exit Point
ActBusy
ActBusy goal entity activated for an NPC (%s) that doesn't have the ActBusy behavior\n
ActBusy goal entity deactivated for an NPC that doesn't have the ActBusy behavior\n
ActBusyAnimDatafile
ActBusyQueueMoveUpThinkContext
ActBusyQueueThinkContext
Actbusy collected %d safe zones\n
Action
Activate
ActivateEndPointFX
ActivateItem
ActivateSkybox
ActivateSpeedModifier
ActivateTrackFX
Activated
ActivatedThink
Activating
Active
Active Powers:\n
Active: %s
ActiveThink
Activities not supported for player scripted sequences.
Activity
Activity %s
Activity %s has %d sequences with a total weight of %d!
Activity: %s  -  Ideal Activity: %s\n
Actor
ActorInPVS
ActorInVehicle
ActorSeePlayer
ActorSeeTarget
ActorTargetProximity
Actv: %s (%s) [%s]\n
Actv: INVALID
Actv: RESET
Add a bot.
Add a line to the debug history. Format: <category id> <line>
Add current area to the selected set.
Add specified area id to the selected set.
AddBlueScore
AddBlueTeamScore
AddBool
AddBranchLevelName
AddBroadcastTeamTarget
AddContext
AddCoopCreditsName
AddDouble
AddEnum
AddFlexAnimation_SetFlexWeight
AddFloat
AddGLaDOSSpoteFlags out of range!\n
AddGladosSpokenFlags
AddHealth
AddInt32
AddInt64
AddLocator
AddMaxChildren
AddMessage
AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin\n
AddMultiDamage:  g_MultiDamage.GetDamagePosition() == vec3_origin\n
AddOrangeScore
AddOutput
AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>\n
AddPlayer
AddPotatosToPortalgun
AddRedTeamScore
AddSlides
AddString
AddTeamScore failed to add score. Invalid team index?\n
AddToCounter
AddToTimer
AddUInt32
AddUInt64
Added area %d.  ( to go there: setpos %f %f %f )\n
Adding triangulation\n
Adds a level to the specified branche's list.
Adds a name to the coop credit's list.
Adds a team (by index) to the broadcast list
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 bit flags for specific lines that we want to track per session.
Adds the current map to the play order and returns the new index therein. Returns -2 if this is not a known community map.
Adjusted Physics velocity: %.2f
Adjusted Player velocity: %.2f
AdvanceToIdealActivity calling SetActivityAndSequence because of change %s\n
Advancing path\n
Af6]
Aff.
Affff.
After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
Aggressiveness
Aim Pos:    -  
Aim Pos: %3.0f %3.0f %3.0f
Air acceleration in Paint
AirCtrlSupressionTime
AirboatGun
Alert
All Maps Locked!\n
All Maps Unlocked!\n
All itemsets must have names.
All lootlists must have names.
AllocGroundLink: failed to allocate groundlink_t.!!!\n
AllocTouchLink: failed to allocate touchlink_t.\n
Allow/disallow players to be painted.
AllowFlipping
AllowShootThroughPortals
AllowSilentDissolve
AllowUse
Allows team members to injure other members of their team
Ally MoveAway Point
Alpha
Alpha Fade In Random
Alpha Fade Out Random
Alpha Fade and Decay
Alpha Random
Already have converter for type %s, ignoring...\n
Already saw decimal point or exponent; can't have another one.
AlternativeSorting
AlwaysUpdateOff
AlwaysUpdateOn
AlyxEmp.Charge
AlyxGun
Ambient
AmbientSound
Ambiguous\n
Ammo Remaining: %d\n
AmmoDenied
Amount of time player maintains her power after being painted.
Amplitude
An AI behavior is in control but has no recommended schedule\n
An RR_Concept couldn't find its string in the symbol table!\n
An attempt at removing patchwork velocity tranformation in portals, moving to a unified approach.
Anchor nav_begin_area Z to editing player's feet
Angle sensor '%s' could not find look at entity '%s'.\n
AnglesToFace
AngularVelocity
AnimThink
AnimThinkContext
AnimTimeMustBeFirst
Animate
AnimateEveryFrame
AnimateThink
AnimateUntilDead
Animated characters who have vertex flex capability.
Animating models
AnimatingImagePanel
AnimationController
Another bot%02i
AnswerQuestion
AnswerQuestionHello
Antlion
Antlion: Burrow Point
Antlion: Thumper Flee Point
AntlionDust
App%u.%s
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
ApplyButton
ApplyChanges
ApplyDataToControls
ApplyEntity
ApplyHitBoxDamageEffect
ApplyRelationship
ApplyRelationshipThink
ApplySchemeSettings
ApplyScore
Applying new item schema, version %08X\n
Are these players playing in Splitscreen?
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 unmarked.\n
AreaPortal
AreaPortalFadeEnd
AreaPortalFadeStart
AreaPortalWindow
ArmItem
Arm_1
Arm_2
Arm_3
Arm_4
Armor Ricochet
ArrivalConceptModifier
Ask whether the main sequence is done playing
Asking FirstTimeSeen for enemy that's not in my memory!!\n
Asking LastKnownPosition for enemy that's not in my memory!!\n
Asking LastTimeSeen for enemy that's not in my memory!!\n
Assault goal disabled
AssaultCue
Assertion Failed: !m_bNeedsSort
Assertion Failed: g_StudioHdrToActivityMaps[i].nRefs == 0
At what speed the player will auto-bounce when running over bounce paint.
At;E
AtTarget
Attachment index for attachment mode
Attack and Reload
Attack2Axis
AttackAxis
AttemptToMaterialize
Attempted to create link to node that doesn't exist\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 link a node to itself\n
Attempted to ping for player, but trace failed to hit anything.\n
Attempted to restore FIELD_EMBEDDEDBYREF %s but there is no destination memory\n
Attempting to find cover from best sound, but best sound not founc.\n
Attempting to precache model, but model name is NULL\n
Attempts to build a nav ladder on the climbable surface under the cursor.
AttractPlayerConceptModifier
Attribute "%s" was defined more than once.\n
Attribute definition %d: Duplicate name "%s"
Attribute definition %s: Missing required field "name"
Attribute definition index %d must be greater than or equal to zero
Attributes
AuditData
Auto director allows spectators to become camera man
Auto director uses fixed level cameras for shots
AutoAimEnabled
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
AutoResize
AutoSearchThink
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.
Automovement's output origin: %f %f\n
Available
Available item definitions for whitelisting:\n
Avelocity: %.2f %.2f %.2f
Average
B$G9
B%02i
B-Spline
B0;L0$
B333?
B4;A4
B8ffff.
BADFUNCTIONPOINTER
BASHING
BA_INT_AMBUSH
BA_INT_COMBAT
BA_INT_DANGER
BA_INT_PLAYER
BA_INT_SIEGE_DEFENSE
BA_INT_ZOMBIESLUMP
BD:AD
BFHu
BHt[
BLAST
BLAST_SURFACE
BLOCKED 
BLt\fG
BOTH
BP;4
BSP Decal
BUCKSHOT
BUG REPORTER ACTIVATED BY: %s\n
BUILDING
BULLET
BURN
B\f;F0t
B\fC9
B\fF9
B\fffff.
B\tL\tP1\tP2\n
BackUp() can only be called after a successful Next().
BackgroundBModel
Backtrack failed completely, bad starting position\n
Backtrack got most of the way\n
BacktrackEntity
Backward
Bad %s format. Should be: { AE_NPC_HURT_INTERACTION_PARTNER <frame number> "<ME/THEM> <Amount of damage done>" }\n
Bad activity
Bad expression operator: '%c%c', expected C style operator
Bad expression token: %c
Bad field in entity!!\n
Bad field type\n
Bad location input for catapult!\n
Bad node type!\n
Bad position to Target
Bad pstudiohdr in GetSequenceLinearMotion()!\n
Bad ragdoll pose in entity %s, model (%s) at %s, model changed?\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
BallCaught
BallLifetime
BallThink
Barbed
Base
Base PropData: %s
BaseCombatCharacter.AmmoPickup
BaseCombatCharacter.CorpseGib
BaseCombatCharacter.StopWeaponSounds
BaseCombatWeapon.WeaponDrop
BaseCombatWeapon.WeaponMaterialize
BaseCombatWeapon_HideThink
BaseConceptModifiers
BaseEntity.EnterWater
BaseEntity.ExitWater
BaseExplosionEffect.Sound
BaseGrenade.Explode
BaseSpread
Baseclass unpack
Battery
BeamEntPoint
BeamEnts
BeamFollow
BeamLaser
BeamPoints
BeamRing
BeamRingPoint
BeamSpline
BecomeBox
BecomeDebris
BecomeMonster
BecomeRagdoll
BecomeShortcircuit
Begin an iteration over the list of entities
Begin shifting the Selected Set.
BeginAssault
BeginFadeOutThink
BeginRappel
BeginRestoreEntities without previous EndRestoreEntities.\n
BeginSentence
BeginSequence
BeginShutdownThink
Behavior %s channel %d Schedule: %s (time: %.2f)\n
Benchmark CRC       : %d\n
Benchmark: %d%% complete.\n
BestEnemy() {\n
Bffff.
BgColor
Bh;8|
Bi-passes all AI logic routines and puts all NPCs into their idle animations.  Can be used to get NPCs out of your way and to test effect of AI logic routines on frame rate
BigNet
BigShot
BitmapImagePanel
Bl;8|
BlackBoxVersion001
BlendBonesMode
BlendComplete
BlendTime
BlendTonemapScale
Blob will do vortex if blob's distance from start or end point of the beam is within this distance
BlockDamage
BlockNav
Blocked by player on train!\n
Blocking load of scene from '%s'\n
Blood
Blood Sprite
Blood Stream
BloodColor
Bodygroup!\n
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 route move type!
Bogus teleport notification!!\n
BoltWidth
BoogieThink
Boolean default must be true or false.
BorderDark
Bot uses usercmd of player by index.
Bot%02i
Bot.EditSwitchOff
Bot.EditSwitchOn
BotAnimationCommand
BotDeath(%i,%i)
BotManager001
Bounce
Bounce multiplier for when physically simulated objects collide with other objects.
Bounce.Concrete
Bounce.Flesh
Bounce.Glass
Bounce.Metal
Bounce.Shell
Bounce.ShotgunShell
Bounce.Shrapnel
Bounce.Wood
BounceGibTouch
BounceTouch
BoxSwitchSpeed
Branch (%s): %s
Branch Unlocked!\n
Branch argument is out of range for coop_lobby_select_level.  It needs to be a positive number less than %d.\n
Branch value: %s
Branch01
Branch02
Branch03
Branch04
Branch05
Branch06
Branch07
Branch08
Branch09
Branch10
Branch11
Branch12
Branch13
Branch14
Branch15
Branch16
BranchMethod
Break
BreakThink
BreakTouch
Breakable
Breakable Chunks: %d (Max Size %d)
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
Bring up the steam overlay and shows the specified URL.  (Full address with protocol type is required, e.g. http://www.steamgames.com/)
Bubble Trail
Bubbles
Buckshot
Buddha Mode off...\n
Buddha Mode on...\n
Build Mode Help
BuildArea - NULL node.\n
BuildArea: Out of memory.\n
BuildCacheSubscribed(%s)
BuildDialog
BuildGroupPtr
BuildMode - Error saving file
BuildModeControls
BuildModeDialog
Building AI node graph...\n
BuiltDebug
BuiltRightHanded
BulletProof
BulletSounds
BulletThink
BullseyeThink
BurnThink
BurstThink
Button
Button.ArmedBgColor
Button.ArmedTextColor
Button.BgColor
Button.BlinkColor
Button.DepressedBgColor
Button.DepressedTextColor
Button.FocusBorderColor
Button.TextColor
ButtonBackHome
ButtonBorder
ButtonClicked
ButtonDepressedBorder
ButtonKeyFocusBorder
ButtonReturn
ButtonSpark
ButtonToggled
ButtonTouch
ButtonUse
Buttons.snd%d
Byte size calculation and serialization were inconsistent.  This may indicate a bug in protocol buffers or it may be caused by concurrent modification of the message.
C G9
C&opy
C0;E
C0F9
C13CAI_BaseActor
C4;E
C4x(
C5CBeam
C5CFish
C8~w
C<@tP
C@tO
CAISound
CAI_AccelDecay
CAI_ActBusyBehavior
CAI_ActBusyGoal
CAI_ActBusyQueueGoal
CAI_AddOn
CAI_Agent
CAI_AllySpeechManager
CAI_AssaultBehavior
CAI_AssaultBehavior::SetParameters
CAI_AssaultGoal
CAI_BaseActor
CAI_BaseActor::UpdateRemarkableSpeech
CAI_BaseFlyingBot
CAI_BaseNPC
CAI_BaseNPC::ClearAllSchedules
CAI_BaseNPC::RunTask
CAI_BaseNPC::UpdateSleepState called with NULL pLocalPlayer\n
CAI_BaseNPC_RunAnimation
CAI_BasePhysicsFlyingBot
CAI_BattleLine
CAI_Behavior
CAI_BehaviorBase
CAI_BlendedMotor
CAI_ChangeHintGroup
CAI_ChangeTarget
CAI_DynamicLink
CAI_DynamicLinkController
CAI_Enemies
CAI_Expresser
CAI_Expresser::FindResponse
CAI_Expresser::Speak
CAI_FearBehavior
CAI_FightFromCoverBehavior
CAI_FightFromCoverGoal
CAI_FollowBehavior
CAI_FollowGoal
CAI_FreePass
CAI_FuncTankBehavior
CAI_GoalEntity
CAI_Hint
CAI_InterestTarget_t
CAI_LeadBehavior
CAI_LeadGoal
CAI_LeadGoal_Weapon
CAI_LocalNavigator
CAI_LookTarget
CAI_Motor
CAI_MoveAndShootOverlay
CAI_MoveMonitor
CAI_MoveProbe
CAI_Navigator
CAI_Navigator::ClearGoal()\n
CAI_Navigator::MoveNormal calling SetSequence(%s) and SetActivity(%s)
CAI_Navigator::OnMoveBlocked calling SetActivity(GetStoppedActivity)
CAI_Navigator::OnMoveStalled calling SetActivity(GetStoppedActivity)
CAI_Navigator::OnNavFailed calling SetActivity(GetStoppedActivity)
CAI_Navigator::StopMoving( %d )\n
CAI_NetworkManager
CAI_Path
CAI_Pathfinder
CAI_PlayerAlly
CAI_ProxTester
CAI_RadialLinkController
CAI_RappelBehavior
CAI_Relationship
CAI_ScriptConditions
CAI_ScriptConditionsElement
CAI_ScriptedSchedule
CAI_ScriptedSentence
CAI_ScriptedSequence
CAI_Senses
CAI_SentenceBase
CAI_ShotRegulator
CAI_SpeechFilter
CAI_Squad
CAI_StandoffBehavior
CAI_StandoffGoal
CAI_SystemHook
CAI_TacticalServices
CAI_TrackPather
CActBusyAnimData
CAmbientGeneric
CAnchorList
CAnimationLayer
CAreaPortal
CAssaultPoint
CAttributeContainer
CAttributeContainerPlayer
CAttributeList
CAttributeManager
CBaseAnimating
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
CBaseAnimatingProjectile
CBaseAttributableItem
CBaseButton
CBaseCombatCharacter
CBaseCombatCharacter::FVisible
CBaseCombatCharacter::Precache
CBaseCombatCharacter::ResetVisibilityCache
CBaseCombatCharacter::UpdateLastKnownArea
CBaseCombatWeapon
CBaseDMStart
CBaseDoor
CBaseEntity
CBaseEntity::EmitSound
CBaseEntity::FVisible
CBaseEntity::ImpactTrace
CBaseEntity::PerformPush
CBaseEntity::PhysicsAddHalfGravity
CBaseEntity::PhysicsCustom
CBaseEntity::PhysicsDispatchThink
CBaseEntity::PhysicsNoclip
CBaseEntity::PhysicsNone
CBaseEntity::PhysicsPushEntity
CBaseEntity::PhysicsPushMove
CBaseEntity::PhysicsPushRotate
CBaseEntity::PhysicsPusher
CBaseEntity::PhysicsRigidChild
CBaseEntity::PhysicsRigidChild-2
CBaseEntity::PhysicsSimulate
CBaseEntity::PhysicsSimulate-BaseVelocity
CBaseEntity::PhysicsSimulate-MOVETYPE_CUSTOM
CBaseEntity::PhysicsSimulate-MOVETYPE_FLY
CBaseEntity::PhysicsSimulate-MOVETYPE_NOCLIP
CBaseEntity::PhysicsSimulate-MOVETYPE_NONE
CBaseEntity::PhysicsSimulate-MOVETYPE_PUSH
CBaseEntity::PhysicsSimulate-MOVETYPE_STEP
CBaseEntity::PhysicsSimulate-MoveParent
CBaseEntity::PhysicsTryMove
CBaseEntity::RunScript
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::ProcessFacingSceneEvent
CBaseFlex::ProcessFlexAnimationSceneEvent
CBaseFlex::ProcessFlexSettingSceneEvent
CBaseFlex::ProcessLookAtSceneEvent
CBaseFlex::ProcessMoveToSceneEvent
CBaseFlex::ProcessSceneEvent
CBaseFlex::ProcessSceneEvents
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
CBaseGrenadeConcussion
CBaseHLCombatWeapon
CBaseMoveBehavior
CBaseMultiplayerPlayer
CBaseNPCMaker
CBasePaintBlob::CheckCollision
CBasePaintBlob::ResolveCollision
CBaseParticleEntity
CBasePlatTrain
CBasePlayer
CBasePlayer::ChangeTeam( %d ) - invalid team index.\n
CBasePlayer::ItemPostFrame
CBasePlayer::PhysicsSimulate
CBasePlayer::PhysicsSimulate-UpdateVPhysicsPosition
CBasePlayer::PostThink
CBasePlayer::PostThink-Animation
CBasePlayer::PostThink-Bounds
CBasePlayer::PostThink-DispatchAnimEvents
CBasePlayer::PostThink-ItemPostFrame
CBasePlayer::PostThink-PostThinkVPhysics
CBasePlayer::PostThink-StudioFrameAdvance
CBasePlayer::PostThink-UpdatePlayerSound
CBasePlayer::PostThink-Use
CBasePlayer::PostThink-Weapon_FrameUpdate
CBasePlayer::Precache
CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s\n
CBasePlayer::Spawn
CBasePlayerAnimState::ComputeMainSequence
CBasePlayerAnimState::ComputeSequences
CBasePlayerAnimState::UpdateInterpolators
CBasePortalCombatWeapon
CBaseProjectedEntity
CBaseProjectile
CBaseProjector
CBasePropDoor
CBaseServerVehicle
CBaseSpriteProjectile
CBaseTempEntity
CBaseToggle
CBaseTrigger
CBaseVPhysicsTrigger
CBaseViewModel
CBeam
CBeamSpotlight
CBitmapImagePanel
CBlendingCycler
CBlood
CBoneFollower
CBoneFollowerManager
CBreakModelsPrecached
CBreakable
CBreakableProp
CBreakableSurface
CBubbling
CBuildFactoryHelper:  Factory for '%s' already exists!!!!\n
CBuildModeNavCombo
CBullseyeList
CC_ResetGameStats : Server cleared game stats\n
CChallengeModeEndNode
CChallengeModeEndNodeKeys
CChangeLevel
CCheckClient
CChoreoGenericServerVehicle
CCitadelEnergyCore
CCleanupDefaultRelationShips
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
CCommentarySystem
CConstantForceController
CConstraintAnchor
CCopyRecipientFilter
CCorpse
CCredits
CCubeRotationController
CCycler
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
CDirtySpatialPartitionEntityList
CDmxElement::UnpackIntoStructure: Mismatched attribute type in attribute "%s"!\n
CDragDropHelperPanel
CDynamicLight
CDynamicProp
CEconEntity
CEconItem
CEconItem::BAddUpdateToMessage
CEconItem::DeserializeFromProtoBufItem()
CEconItem::SerializeToProtoBufItem()
CEconItem::UpdateEquippedState()
CEconItemSchema
CEconItemSchema::GetAttributeDefinitionByName
CEconItemView
CEconWearable
CEmbers
CEnergyBallLauncher
CEntities
CEntityDissolve
CEntityFlame
CEntityFreezing
CEntityListSystem
CEntityMapData::GetNextKey: EOF without closing brace\n
CEntityMapData::GetNextKey: closing brace without data\n
CEntityParticleTrail
CEntityTouchManager::FrameUpdatePostEntityThink
CEnvAR2Explosion
CEnvAmbientLight
CEnvBeam
CEnvBeverage
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
CEnvPlayerSurfaceTrigger
CEnvPortalPathTrack
CEnvProjectedTexture
CEnvQuadraticBeam
CEnvScreenEffect
CEnvScreenOverlay
CEnvShake
CEnvShooter
CEnvSoundscape
CEnvSoundscapeProxy
CEnvSoundscapeTriggerable
CEnvSpark
CEnvSplash
CEnvTilt
CEnvTonemapController
CEnvTracer
CEnvViewPunch
CEnvWind
CEnvZoom
CEnv_Lightrail_Endpoint
CEventAction
CEventLog::PrintPlayerEvent: Failed to find player (userid: %i, event: %s)\n
CEventQueue
CFilterClass
CFilterCombineBall
CFilterContext
CFilterEnemy
CFilterMassGreater
CFilterModel
CFilterMultiple
CFilterName
CFilterPlayerHeld
CFilterSize
CFire
CFire::Update
CFireSmoke
CFireTrail
CFish
CFishPool
CFlexCycler
CFlexExpresser
CFlexSceneFileManager
CFlextalkActor
CFogController
CFogTrigger
CFogVolume
CFourWheelServerVehicle
CFourWheelVehiclePhysics
CFuncAreaPortalBase
CFuncAreaPortalWindow
CFuncBrush
CFuncCombineBallSpawner
CFuncConveyor
CFuncInstanceIoProxy
CFuncLadder
CFuncMonitor
CFuncMoveLinear
CFuncNavBlocker
CFuncNavObstruction
CFuncNoPortalVolume
CFuncOccluder
CFuncPlacementClip
CFuncPlat
CFuncPlatRot
CFuncPortalBumper
CFuncPortalDetector
CFuncPortalOrientation
CFuncReflectiveGlass
CFuncRotating
CFuncSmokeVolume
CFuncTank
CFuncTankCombineCannon
CFuncTankLaser
CFuncTankMortar
CFuncTankPhysCannister
CFuncTankPulseLaser
CFuncTankTrain
CFuncTrackAuto
CFuncTrackChange
CFuncTrackTrain
CFuncTrain
CFuncTrainControls
CFuncVPhysicsClip
CFuncVehicleClip
CFuncWall
CFuncWallToggle
CFunc_Dust
CFunc_LOD
CFunc_Portalled
CFutbolCatcher
CGCClient
CGCClient - BSendGCMsgToClient (ProtoBuf)
CGCDev_NewItemRequestResponse
CGCMsgGetIPLocation
CGCMsgGetIPLocationResponse
CGCMsgGetSystemStats"
CGCMsgGetSystemStatsResponse
CGCMsgMemCachedDelete
CGCMsgMemCachedGet
CGCMsgMemCachedGetResponse
CGCMsgMemCachedSet
CGCMsgSystemStatsSchema
CGCReplicateConVars
CGCSOCacheSubscribedJob
CGCSOCacheSubscriptionCheck
CGCSOCacheUnsubscribedJob
CGCSOCreateJob
CGCSODestroyJob
CGCSOUpdateJob
CGCSOUpdateMultipleJob
CGCStorePurchaseInit_LineItem
CGCUpdateConVar
CGCUpdateItemSchema
CGameEnd
CGameGibManager
CGameMovement::PlayerMove
CGameMovement::TracePlayerBBox
CGamePlayerEquip
CGamePlayerZone
CGameRules
CGameRules::FrameUpdatePostEntityThink
CGameRulesProxy
CGameScore
CGameStats
CGameStringPool
CGameText
CGameTimescale
CGameUI
CGameWeaponManager
CGenericActor
CGib
CGibShooter
CGibs are being created which circumvent Spawn() - this can result in a leak.\n
CGlobalEntityList::CleanupDeleteList
CGlobalState
CGrabController
CGrenadeBeam
CGrenadeBeamChaser
CGrenadeFrag
CGunTarget
CHANGE LEVEL: %s %s\n
CHANGE LEVEL: %s\n
CHECK failed: !coded_out.HadError(): 
CHECK failed: !is_closed_: 
CHECK failed: !out.HadError(): 
CHECK failed: (&from) != (this): 
CHECK failed: (&from) != (to): 
CHECK failed: (backup_bytes_) == (0): 
CHECK failed: (buffer_size) >= (0): 
CHECK failed: (buffer_used_) == (buffer_size_): 
CHECK failed: (byte_size_before_serialization) == (byte_size_after_serialization): 
CHECK failed: (bytes_produced_by_serialization) == (byte_size_before_serialization): 
CHECK failed: (count) <= (buffer_used_): 
CHECK failed: (count) <= (last_returned_size_): 
CHECK failed: (count) <= (target_->size()): 
CHECK failed: (count) >= (0): 
CHECK failed: (from.GetDescriptor()) == (descriptor): 
CHECK failed: (last_returned_size_) > (0): 
CHECK failed: (message1->GetReflection()) == (this): 
CHECK failed: (message2->GetReflection()) == (this): 
CHECK failed: (output->ByteCount()) == (expected_endpoint): 
CHECK failed: (size) <= (6): 
CHECK failed: (temp[0]) == ('1'): 
CHECK failed: (temp[size-1]) == ('5'): 
CHECK failed: (to->GetDescriptor()) == (descriptor): 
CHECK failed: (type) != (WireFormatLite::TYPE_ENUM): 
CHECK failed: (type) != (WireFormatLite::TYPE_GROUP): 
CHECK failed: (type) != (WireFormatLite::TYPE_MESSAGE): 
CHECK failed: (type) == (WireFormatLite::TYPE_ENUM): 
CHECK failed: IsInitialized(): 
CHECK failed: backup_bytes_ == 0 && buffer_.get() != NULL: 
CHECK failed: builder_: 
CHECK failed: dest: 
CHECK failed: fallback_database_ == NULL: 
CHECK failed: field != NULL: 
CHECK failed: file != NULL: 
CHECK failed: generated_database_->Add(encoded_file_descriptor, size): 
CHECK failed: has_default_value(): 
CHECK failed: i >= 0: 
CHECK failed: iter != extensions_.end(): 
CHECK failed: mutex_ == NULL: 
CHECK failed: options->ParseFromString(buf): 
CHECK failed: options_descriptor: 
CHECK failed: original_uninterpreted_options_field != NULL: 
CHECK failed: output->message_prototype != NULL: 
CHECK failed: prototype != NULL: 
CHECK failed: result != NULL: 
CHECK failed: type == WireFormatLite::TYPE_MESSAGE || type == WireFormatLite::TYPE_GROUP: 
CHECK failed: uninterpreted_options_field != NULL: 
CHL2EventLog
CHLMachineGun
CHLSelectFireMachineGun
CHLTVDirector
CHalfLife2
CHalfLife2Proxy
CHandleTest
CHotPotato
CHotPotatoCatcher
CHotPotatoSpawner
CHoverTurretTether
CIPLocationInfo
CInfoCameraLink
CInfoGameEventProxy
CInfoInstructorHintTarget
CInfoLadderDismount
CInfoOverlayAccessor
CInfoPlacementHelper
CInfoPortalScore
CInfoRemarkable
CInfoTargetPersonalitySphere
CInfo_Coop_Spawn
CInfo_Player_Ping_Detector
CInstancedResponseSystem:  Failed to init response system from %s!
CInstancedSceneEntity
CItem
CItemSoda
CItem_Nugget
CJobMgr::BResumeSleepingJobs
CJobMgr::BResumeYieldingJobs
CJobMgr::BRouteMsgToJob() - continue job
CJobMgr::BRouteMsgToJob() - job
CJobMgr::CheckForJobTimeouts
CKeepUpright
CLASS_ANTLION
CLASS_BARNACLE
CLASS_BLOB
CLASS_BULLSEYE
CLASS_CITIZEN_PASSIVE
CLASS_CITIZEN_REBEL
CLASS_COMBINE
CLASS_COMBINE_GUNSHIP
CLASS_COMBINE_HUNTER
CLASS_CONSCRIPT
CLASS_EARTH_FAUNA
CLASS_FLARE
CLASS_HEADCRAB
CLASS_MANHACK
CLASS_METROPOLICE
CLASS_MILITARY
CLASS_MISSILE
CLASS_NONE
CLASS_PLAYER
CLASS_PROTOSNIPER
CLASS_SCANNER
CLASS_STALKER
CLASS_VORTIGAUNT
CLASS_ZOMBIE
CLEAR ALL
CLIFF
CLIFF 
CLUB
CLabIndicatorPanel
CLagCompensationManager
CLagCompensationManager::StartLagCompensation with NULL CUserCmd!!!\n
CLaserCatcher
CLaserRelay
CLevelPlacardDisplay
CLight
CLightGlow
CLinkedPortalDoor
CLogicAchievement
CLogicActiveAutosave
CLogicAuto
CLogicAutosave
CLogicBranch
CLogicBranchList
CLogicCase
CLogicCollisionPair
CLogicCompare
CLogicCompareInteger
CLogicCoopManager
CLogicEventListener
CLogicLineToEntity
CLogicMeasureMovement
CLogicNavigation
CLogicPlayMovie
CLogicPlayerProxy
CLogicPlayerViewFinder
CLogicRandomOutputs
CLogicRegisterActivator
CLogicRelay
CLogicScript
CLogicTimeScale
CMP_LobbyScreen
CMaterialModifyControl
CMathColorBlend
CMathCounter
CMathRemap
CMem
CMessage
CMessageEntity
CModelPrecacheSystem
CModelSoundsCacheSaver
CMomentaryRotButton
CMortarShell
CMotorController
CMovementSpeedMod
CMovieDisplay
CMsgAMAddFreeLicense
CMsgAMAddFreeLicenseResponse
CMsgAMFindAccounts
CMsgAMFindAccountsResponse
CMsgAMGetLicenses
CMsgAMGetLicensesResponse
CMsgAMGetUserGameStats
CMsgAMGetUserGameStatsResponse
CMsgAMSendEmail
CMsgAMSendEmailResponse
CMsgAdjustItemEquippedState
CMsgCommunityMapItemVoteSummary
CMsgConVarValue
CMsgDevDebugRollLootRequest
CMsgDevNewItemRequest
CMsgGCClientDisplayNotification
CMsgGCGetCommandList
CMsgGCGetCommandListResponse
CMsgGCGetEmailTemplate
CMsgGCGetEmailTemplateResponse
CMsgGCNameItemNotification
CMsgGCReportAbuse
CMsgGCReportAbuseResponse
CMsgGCStorePurchaseInit
CMsgGCStorePurchaseInitResponse
CMsgGameServerInfo
CMsgHttpRequest
CMsgHttpResponse
CMsgIncrementKillCountAttribute
CMsgInvitationCreated
CMsgInviteToParty
CMsgItemAcknowledged
CMsgKickFromParty
CMsgLeaveParty"
CMsgNotifyWatchdog
CMsgPackageLicense
CMsgPartyInviteResponse
CMsgPlaytestMarkDemoForDelete
CMsgPlaytestMarkDemoNotNew
CMsgPlaytestRemoveDemo
CMsgPlaytestReportDemo
CMsgPlaytestReportDemoSession
CMsgPlaytestRetrieveDemoHandles
CMsgPlaytestTestMessage
CMsgProtoBufHeader
CMsgReplayUploadedToYouTube
CMsgReplicateConVars
CMsgRequestInventoryRefresh".\n
CMsgRequestItemSchemaData"!\n\vCMsgGCError
CMsgSOCacheSubscribed
CMsgSOCacheSubscriptionCheck
CMsgSOCacheSubscriptionRefresh
CMsgSOCacheUnsubscribed
CMsgSOCacheVersion
CMsgSOMultipleObjects
CMsgSOSingleObject
CMsgSelectItemPresetForClass
CMsgServerAvailable"
CMsgSetPresetItemPosition
CMsgStoreGetUserData
CMsgStoreGetUserDataResponse
CMsgSystemBroadcast
CMsgUpdateItemSchema
CMsgUpdatePeriodicEvent
CMsgWebAPIRequest
CMultiDamage
CMultiPlayerAnimState::Update
CMultiSource
CMultiplayRules
CNPCEventResponseSystem
CNPCEventResponseSystemEntity
CNPCMaker
CNPCSimpleTalker
CNPCSimpleTalkerExpresser
CNPCSpawnDestination
CNPC_Bullseye
CNPC_EnemyFinder
CNPC_EnemyFinderCombineCannon
CNPC_FloorTurret
CNPC_Furniture
CNPC_HoverTurret
CNPC_PersonalityCore
CNPC_Portal_FloorTurret
CNPC_RocketTurret
CNPC_SecurityCamera
CNPC_VehicleDriver
CNPC_Wheatley_Boss
CNavArea::IncrementPlayerCount: Overflow\n
CNavArea::IncrementPlayerCount: Underflow\n
CNavArea::IsCompletelyVisible
CNavArea::IsCompletelyVisibleToTeam
CNavArea::IsContiguous
CNavArea::IsPotentiallyVisible
CNavArea::IsPotentiallyVisibleToTeam
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
CNavArea::UpdateBlocked
CNavArea::UpdateBlocked-Event
CNavArea::UpdateBlocked-Trace
CNavArea::UpdateBlockedFromNavBlockers
CNavMesh::DrawEditMode
CNavMesh::FindActiveNavArea
CNavMesh::FireGameEvent
CNavMesh::ForAllAreasOverlappingExtent
CNavMesh::GetGroundHeight
CNavMesh::GetNavArea
CNavMesh::GetNavArea [ent]
CNavMesh::GetNearestNavArea
CNavMesh::GetNearestNavArea [ent]
CNavMesh::Update
CNavMesh::UpdateAvoidanceObstacleAreas
CNavMesh::UpdateBlockedAreas
CNeurotoxinCountdown
CNewNPC
CNewRecharge
CNodeEnt
COLORCORRECTION_VERSION_1
COMBAT
COND_ACTBUSY_AWARE_OF_ENEMY_IN_SAFE_ZONE
COND_ACTBUSY_ENEMY_TOO_CLOSE
COND_ACTBUSY_LOST_SEE_ENTITY
COND_BEHAVIOR_PARAMETERS_CHANGED
COND_BEHIND_ENEMY
COND_BETTER_WEAPON_AVAILABLE
COND_CAN_MELEE_ATTACK1
COND_CAN_MELEE_ATTACK2
COND_CAN_RANGE_ATTACK1
COND_CAN_RANGE_ATTACK2
COND_ENEMY_DEAD
COND_ENEMY_FACING_ME
COND_ENEMY_OCCLUDED
COND_ENEMY_TOO_FAR
COND_ENEMY_UNREACHABLE
COND_ENEMY_WENT_NULL
COND_FLOATING_OFF_GROUND
COND_GIVE_WAY
COND_HAVE_ENEMY_LOS
COND_HAVE_TARGET_LOS
COND_HEALTH_ITEM_AVAILABLE
COND_HEAR_BUGBAIT
COND_HEAR_BULLET_IMPACT
COND_HEAR_COMBAT
COND_HEAR_DANGER
COND_HEAR_MOVE_AWAY
COND_HEAR_PHYSICS_DANGER
COND_HEAR_PLAYER
COND_HEAR_THUMPER
COND_HEAR_WORLD
COND_HEAVY_DAMAGE
COND_IDLE_INTERRUPT
COND_IN_PVS
COND_LIGHT_DAMAGE
COND_LOST_ENEMY
COND_LOST_PLAYER
COND_LOW_PRIMARY_AMMO
COND_MOBBED_BY_ENEMIES
COND_MYCUSTOMCONDITION
COND_NEW_ENEMY
COND_NONE
COND_NOT_FACING_ATTACK
COND_NO_CUSTOM_INTERRUPTS
COND_NO_HEAR_DANGER
COND_NO_PRIMARY_AMMO
COND_NO_SECONDARY_AMMO
COND_NO_WEAPON
COND_NPC_FREEZE
COND_NPC_UNFREEZE
COND_PHYSICS_DAMAGE
COND_PLAYER_ADDED_TO_SQUAD
COND_PLAYER_PUSHING
COND_PLAYER_REMOVED_FROM_SQUAD
COND_PROVOKED
COND_RECEIVED_ORDERS
COND_REPEATED_DAMAGE
COND_SCHEDULE_DONE
COND_SEE_DISLIKE
COND_SEE_ENEMY
COND_SEE_FEAR
COND_SEE_HATE
COND_SEE_NEMESIS
COND_SEE_PLAYER
COND_SMELL
COND_TALKER_CLIENTUNSEEN
COND_TALKER_PLAYER_DEAD
COND_TALKER_PLAYER_STARING
COND_TALKER_RESPOND_TO_QUESTION
COND_TARGET_OCCLUDED
COND_TASK_FAILED
COND_TOO_CLOSE_TO_ATTACK
COND_TOO_FAR_TO_ATTACK
COND_WAY_CLEAR
COND_WEAPON_BLOCKED_BY_FRIEND
COND_WEAPON_HAS_LOS
COND_WEAPON_PLAYER_IN_SPREAD
COND_WEAPON_PLAYER_NEAR_TARGET
COND_WEAPON_SIGHT_OCCLUDED
CORD
COVER
COrnamentProp
COuttroStats
COuttroStats: Skip state changed. %d players, %d skips\n
CP;48t 
CPPTYPE_BOOL
CPPTYPE_DOUBLE
CPPTYPE_ENUM
CPPTYPE_FLOAT
CPPTYPE_INT32
CPPTYPE_INT64
CPPTYPE_MESSAGE
CPPTYPE_STRING
CPPTYPE_UINT32
CPPTYPE_UINT64
CPSCollisionEntity
CPaintDatabase
CPaintDatabase::PreClientUpdate
CPaintPowerPickup
CPaintSphere
CPaintSprayer
CPaintStream
CPaintStreamManager::AllocatePaintBlobPool is being called multiple times (for some reasons) with different pool sizes.
CPaintStreamManager::PaintStreamUpdate
CPanelKeyBindingMapDictionary::m_PanelKeyBindingMapPool
CPanelMessageMapDictionary::m_PanelMessageMapPool
CParticleFire
CParticleLight
CParticleMgr::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CParticleMgr::LevelInit:  Manifest '%s' contains a particle file '%s' that's not under the particles directory. Custom particles must be placed in the particles directory.\n
CParticleMgr::LevelInit:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CParticlePerformanceMonitor
CParticleSystem
CParticleSystemMgr compiled using an old IMaterialSystem\n
CParticleSystemMgr::InitAttributeTable has an out-of-date attribute list! (element %d not set up)\n
CParticleSystemQuery::GetLightingAtPoint
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
CPhysicsCannister
CPhysicsEntitySolver
CPhysicsHook
CPhysicsHook::FrameUpdatePostEntityThink
CPhysicsNPCSolver
CPhysicsProp
CPhysicsPropMultiplayer
CPhysicsPropRespawnable
CPhysicsPushedEntities::GenerateBlockingEntityList
CPhysicsPushedEntities::GenerateBlockingEntityListAddBox
CPhysicsPushedEntities::LinearlyMoveRootEntity
CPhysicsPushedEntities::PerformLinearPush
CPhysicsPushedEntities::PerformRotatePush
CPhysicsPushedEntities::RotateRootEntity
CPhysicsPushedEntities::SetupAllInHierarchy
CPhysicsShake
CPhysicsSpring
CPhysicsWind
CPhysicsWire
CPlasma
CPlayerLocalData
CPlayerMove::CheckMovingGround()
CPlayerMove::FinishCommand
CPlayerMove::FinishMove
CPlayerMove::RunPostThink
CPlayerMove::RunPreThink
CPlayerMove::RunThink
CPlayerMove::SetupMove
CPlayerMove::StartCommand
CPlayerPickupController
CPlayerResource
CPlayerState
CPlayerVoiceListener
CPointAngleSensor
CPointAngularVelocitySensor
CPointBonusMapsAccessor
CPointBroadcastClientCommand
CPointCamera
CPointChangelevel
CPointClientCommand
CPointCombineBallLauncher
CPointCommentaryNode
CPointDevShotCamera
CPointEntityFinder
CPointFutbolShooter
CPointGamestatsCounter
CPointGamestatsCounter::InputIncrement:  No stat name specified for point_gamestats_counter @%f, %f, %f [ent index %d]\n
CPointHurt
CPointPlayerMoveConstraint
CPointProximitySensor
CPointServerCommand
CPointSpotlight
CPointSurvey
CPointTeleport
CPointTemplate
CPointTemplatePrecacher
CPointVelocitySensor
CPortal2ResearchDataTracker
CPortalButtonTrigger
CPortalCredits
CPortalGameMovement::PlayerMove
CPortalGameRules
CPortalGameRulesProxy
CPortalLaser
CPortalLaser::StrikeThink
CPortalLaserTarget
CPortalMPGameRules
CPortalMPGameRulesProxy
CPortalMPStatsProxy
CPortalPlayerAnimState::Update
CPortalPlayerLocalData
CPortalPlayerModelPrecacher
CPortalRaceCheckpoint
CPortalRagdoll
CPortalSimulator::CreateLinkedPhysics(): From Linked Portal
CPortalSimulator::StartCloningEntityAcrossPortals(): To Linked Portal
CPortalSimulator::TakePhysicsOwnership(): To Linked Portal
CPortalStatsController
CPortal_Base2D
CPortal_Base2D::DeactivatePortalNow
CPortal_Base2D::TestRestingSurfaceThink
CPortal_Player
CPortal_PointPush
CPoseController
CPostFrameNavigationHook
CPostProcessController
CPrecacheOtherList
CPrecipitation
CPrecipitationBlocker
CPredictedViewModel
CProjectedDecal
CProjectedTractorBeamEntity
CProjectedWallEntity
CProjectedWallEntity: GeneratePolyhedronFromPlanes failed! Get a save game for me!.\n
CPropButton
CPropCombineBall
CPropData
CPropDoorRotating
CPropEnergyBall
CPropExplodingFutbol
CPropFloorBallButton
CPropFloorButton
CPropFloorCubeButton
CPropFutbolSpawner
CPropGladosCore
CPropGlassFutbol
CPropIndicatorPanel
CPropLinkedPortalDoor
CPropMonsterBox
CPropPaintBomb
CPropPersonalitySphere
CPropPortalStatsDisplay
CPropRocketTripwire
CPropTelescopicArm
CPropTelescopicArm::FindTargetAimPoint called with no valid target entity.
CPropTestChamberDoor
CPropTicTacToePanel
CPropTractorBeamProjector
CPropUnderButton
CPropUnderFloorButton
CPropVehicle
CPropVehicleChoreoGeneric
CPropVehicleDriveable
CPropVehicleViewController
CPropWallProjector
CPropWeightedCube
CProp_Hallucination
CProp_Mirror
CProp_Portal
CProp_Portal::DelayedPlacementThink
CProtoBufMsg::BAsyncSend
CProtoBufMsg::CProtoBufMsg( MsgType_t )
CProtoBufMsg::InitFromPacket( IMsgNetPacket )
CPx1
CREATION_TIME
CROUCH
CROUCH 
CRUSH
CRagdollBoogie
CRagdollConstraint
CRagdollLRURetirement
CRagdollLRURetirement::Update
CRagdollMagnet
CRagdollManager
CRagdollProp
CRagdollPropAttached
CRallyPoint
CRandSimTimer
CRandStopwatch
CRecharge
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
CRocket_Turret_Projectile
CRopeAnchor
CRopeKeyframe
CRotDoor
CRotorWashShooter
CRuleEntity
CRulePointEntity
CS Port: Hostage Escape
CSOEconClaimCode
CSOEconGameAccountClient
CSOEconItemAttribute
CSOEconItemEquipped
CSOEconItemPresetInstance
CSOItemCommunityMap
CSOItemCriteria
CSOItemCriteriaCondition
CSOLobbyInvite
CSOPartyInvite
CSOSelectedItemPreset
CSave::WriteHeader() size parameter exceeds 'short'!\n
CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL!
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 a camera (point_viewcontrol) in this map!\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
CSceneEntity::LoadSceneFromString: Unable to parse scene data '%s'\n
CSceneEntity::SCRIPT event - '%s' entity has no script function '%s' defined!\n
CSceneEntity::SCRIPT event - unable to find entity named '%s' in this map!\n
CSceneListManager
CSceneManager
CScenePrecacheSystem
CScriptEntityIterator
CScriptIntro
CScriptKeyValues
CScriptedTarget
CServerGameClients::PostClient
CServerGameDLL::GameFrame
CServerGameDLL::LevelInit
CServerNetworkProperty
CShadowControl
CSimTimer
CSimpleSimTimer
CSkyCamera
CSkyboxSwapper
CSlideshowDisplay
CSmallTextEntry
CSmokeStack
CSmokeStackLightInfo
CSound
CSoundControllerImp
CSoundControllerImp::SystemUpdate
CSoundControllerImp::SystemUpdate:processcommandlist
CSoundControllerImp::SystemUpdate:removesounds
CSoundEmitterSystem
CSoundEmitterSystem:  Unknown sound level %s\n
CSoundEmitterSystem:  sounds.txt entry '%s' has no waves listed under 'wave' or 'rndwave' key!!!\n
CSoundEmitterSystem::EmitSound (calls engine)
CSoundEmitterSystem::EmitSound GetSoundDuration (calls engine)
CSoundEmitterSystem::EmitSound(%s) took %f milliseconds (server)\n
CSoundEnt
CSoundEnt pool is low on sounds due to high number of clients.\n
CSoundEnvelope
CSoundPatch
CSoundPatch pool
CSoundPatch::ResumeSound: Lost EHAndle on restore - destroy the sound patch in your entity's StopLoopingSounds! (%s)\n
CSoundPatch::Update
CSoundPatch::Update:  Removing CSoundPatch (%s) with NULL EHandle\n
CSoundscapeSystem
CSoundscapeSystem::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
CSpatialEntity
CSpeaker
CSpotlightEnd
CSprite
CSpriteOriented
CSpriteTrail
CStaticCollisionPolyhedronCache: Used %.2f KB to cache %d brush polyhedrons.\n
CStaticCollisionPolyhedronCache: Used %.2f KB to cache %d static prop polyhedrons.\n
CStatueProp
CSteamJet
CSteamWorksGameStatsUploader
CStopwatch
CStopwatchBase
CStripWeapons
CStudioHdr::CActivityToSequenceMapping::FindMapping
CStudioHdr::CActivityToSequenceMapping::Initialize
CStudioHdr::CActivityToSequenceMapping::ReleaseMapping
CSun
CSunlightShadowControl
CT;FTu
CTEAntlionDust
CTEArmorRicochet
CTEBSPDecal
CTEBaseBeam
CTEBeamEntPoint
CTEBeamEnts
CTEBeamFollow
CTEBeamLaser
CTEBeamPoints
CTEBeamRing
CTEBeamRingPoint
CTEBeamSpline
CTEBloodSprite
CTEBloodStream
CTEBreakModel
CTEBubbleTrail
CTEBubbles
CTEClientProjectile
CTEDecal
CTEDust
CTEDynamicLight
CTEEffectDispatch
CTEEnergySplash
CTEExplosion
CTEFizz
CTEFootprintDecal
CTEFoundryHelpers
CTEGaussExplosion
CTEGlowSprite
CTEImpact
CTEKillPlayerAttachments
CTELargeFunnel
CTEMetalSparks
CTEMuzzleFlash
CTEParticleSystem
CTEPhysicsProp
CTEPlayerAnimEvent
CTEPlayerDecal
CTEProjectedDecal
CTEShatterSurface
CTEShowLine
CTESmoke
CTESparks
CTESprite
CTESpriteSpray
CTEWallPaintedEvent
CTEWorldDecal
CTSListBase: Misaligned list\n
CTSQueue: Misaligned queue\n
CT\vGT
CTakeDamageInfo
CTankTargetChange
CTankTrainAI
CTargetCDAudioRep
CTargetChangeGravity
CTeam
CTeamSpawnPoint
CTeamVehicleSpawnPoint
CTeamplayRules
CTemplateNPCMaker
CTemplatesHook
CTesla
CTestTraceline
CTest_ProxyToggle_Networkable
CTextureToggle
CThrustController
CTimedEventMgr::FireEvents
CTimeline
CTimerEntity
CTonemapTrigger
CTreeViewListControl
CTriggerAutoCrouch
CTriggerBrush
CTriggerCamera
CTriggerCamera could not find a player!\n
CTriggerCameraMultiplayer
CTriggerCatapult
CTriggerCatapult::PlayerPassesTriggerFiltersThink
CTriggerCatapult::StartTouch Trying to store a refire index for an entity( %d ) outside the expected range ( < %d ).\n
CTriggerGravity
CTriggerHierarchy
CTriggerHurt
CTriggerImpact
CTriggerLook
CTriggerLook '%s' has a bad look target (%s)\n
CTriggerMultiple
CTriggerPaintCleanser
CTriggerPhysicsTrap
CTriggerPingDetector
CTriggerPlayerMovement
CTriggerPlayerTeam
CTriggerPortalCleanser
CTriggerPortalCleanser::PlayerPassesTriggerFiltersThink
CTriggerProximity
CTriggerPush
CTriggerRemove
CTriggerSave
CTriggerSoundscape
CTriggerTeleport
CTriggerToggleSave
CTriggerVPhysicsMotion
CTriggerViewProxy
CTriggerViewProxy could not find a player!\n
CTriggerWateryDeath
CTriggerWeaponDissolve
CTriggerWeaponStrip
CTriggerWind
CTrigger_TractorBeam
CTurretTipController
CType
CUSTOM1
CUSTOM2
CUSTOM3
CUSTOM4
CUserMessages::GetUserMessageSize( %i ) out of range!!!\n
CUserMessages::Register '%s' already registered\n
CUtlBuffer::VaPrintf: String overflowed buffer [%d]\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
CUtlSymbol::AddString
CUtlSymbol::Find
CUtlSymbolLarge::AddString
CUtlSymbolLarge::Find
CVGuiScreen
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
CWC_UpdateIgnoreList
CWaterBullet
CWaterLODControl
CWateryDeathLeech
CWeaponCubemap
CWeaponCycler
CWeaponItemBase
CWeaponList
CWeaponPaintGun
CWeaponPortalBase
CWeaponPortalgun
CWeaponPortalgun::GunEffectsThink
CWeaponPortalgun::PrimaryAttack() ViewPunchX
CWeaponPortalgun::PrimaryAttack() ViewPunchY
CWeaponPortalgun::TogglePotatosThink
CWeaponPromoAntennaBall
CWeaponPromoAntennaEgg
CWeaponPromoHelmetBall
CWeaponPromoHelmetEgg
CWeightButton
CWindowPane
CWorld
CWorld::Precache - Finish
CWorld::Precache - Start
CWorldItem
CWreckage
CX;8
C\fF9
C\fG9
C`G9
C`ffff.
Cache all solid brushes as polyhedrons on level load
Cache all solid static props' vcollides as polyhedrons on level load
Call this to blow up both robots and prevent respawning!
Call to NULL CStudioHdr::GroupStudioHdr()\n
CallGoDown
CallHitBottom
CallHitTop
CallNPCThink
CallScriptFunction
Called wrong RunTask()\n
Called wrong StartTask()\n
Camera in use by other player.
CameraSpace
Can't 
Can't BackUp() after failed Next().
Can't Create Route!\n
Can't add Keybindings Context for unnamed panels\n
Can't create %s.  Bad Position!\n
Can't find a nearby track !!!\n
Can't find assault point
Can't find bottom track for track change! %s\n
Can't find decal %s\n
Can't find goal entity %s\nCan't execute script %s\n
Can't find landmark %s\n
Can't find rally point
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 find valid outgoing portal cell!\n
Can't get here.
Can't get here: failed to get default value as string
Can't init %s\n
Can't open %s for client precache info.
Can't parse relationship info (%s) - Expecting 'name [D_HT, D_FR, D_LI, D_NU] [1-99]'\n
Can't place reflector cube - no floor surfaces found!\n
Can't position first relay!\n
Can't reach any nodes
Can't submit PerMap stats, no MatchFramework available.\n
Can't use logic player proxy in multiplayer!\n
Can't use this weapon type
CanBeDefaultButton
CanFirePortal1
CanFirePortal2
CanFitAtNode() called with no network!\n
CanThink
CanTouch
Cancel
Cancel Other Sequences: %s
CancelActivate
CancelAtNextInterrupt
CancelPending
CancelPress
CancelSequence
Cancelling script: %s\n
Cancels all ent_fire created outputs that are currently waiting for their delay to expire.
Candidate
Cannot Apply
Cannot call BuildFile on a DescriptorPool that uses a DescriptorDatabase.  You must instead find a way to get your file into the underlying database.
Cannot ent_create players!\n
Cannot execute "%s", no player\n
Cannot execute script because scripting is disabled (-scripting)\n
Cannot run script: NULL script name\n
Cannot verify load for invalid steam ID %s\n
CaptionLookup_t
CaptureBySpawner
CaptureContext
CaptureThink
Cardboard.Large
Cardboard.Medium
Cardboard.Small
Case01
Case02
Case03
Case04
Case05
Case06
Case07
Case08
Case09
Case10
Case11
Case12
Case13
Case14
Case15
Case16
Catapult "%s" ignoring object "%s" because its velocity is outside of the threshold. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n
Catapult "%s" is adjusting velocity of "%s" so it will hit the target. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n
Catapult can't hit target! Add more speed!\n
Catapult fail!!  Object is not a player and has no physics object!  BUG THIS\n
CatchPatnerNotConnectingThinkContext
CatchThink
Catmull-Rom
Catmull-Rom (Norm X)
Catmull-Rom (Norm)
Catmull-Rom (Tangent)
Causes player movement traces to trace through portals.
Causes the player to auto correct toward the center of floor portals.
Cd;8
Cdffff.
Centers the nav mesh in the world
Cfffff.
Ch;0|
Ch;8|
ChallengeModeCheatSession
ChallengeModeCloseAllUI
ChangeCDTrack
ChangeDestinationGroup
ChangeFOV
ChangeFOVThink
ChangeGrav
ChangeLevel
ChangeLevelPostFade
ChangePaintColor
ChangePaintType
ChangeTeam
Changed attribute in %d areas\n
Changed behavior status
Changes the density of air for drag computations.
Changes the portal linkage ID for the portal gun held by the commanding player. Give it three numbers to cycle through a range (low, high, increment)
Changes's player's model
Changing collision rules within a callback is likely to cause crashes!\n
Chapter title: %s\n
Charge left: %i
ChargePortal1
ChargePortal2
ChaserThink
Cheat to test regenerative health systems
Check
Check for thinktimes all on same timestamp.
CheckAllIDs
CheckButton
CheckButton.ArmedBgColor
CheckButton.BgColor
CheckButton.Border1
CheckButton.Border2
CheckButton.Check
CheckButton.DepressedBgColor
CheckButton.DisabledBgColor
CheckButton.DisabledFgColor
CheckButton.HighlightFgColor
CheckButton.SelectedTextColor
CheckButton.TextColor
CheckButtonChecked
CheckSpawnThink
Checks for nodes embedded in displacements (useful for in-development maps)
ChooseEnemy() {\n
ChooseFarthestPathPoint
ChooseNearestPathPoint
ChopperMuzzleFlash
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 Generic Vehicle %s: missing close sequence\n
Choreo Generic Vehicle %s: missing open sequence\n
Choreographed scene which controls animation and/or dialog on one or more actors.
Cine died!\n
CircularProgressBar
CircularProgressBar.BgColor
CircularProgressBar.FgColor
Cl;0|
Cl;8|
Clamp head turns to a MAX of 20 degrees per think.
Classname: %s
Clear all nav attributes of selected area.
Clear memory of server side hints displayed to the player.
Clear the selected set.
ClearContext
ClearField
ClearFlagsThink
ClearIdleSequence
ClearParent
ClearTargetEntity
Clears bits set on nav links indicating link is unusable 
Clears the marked Area or Ladder.
ClickPanel
Client
Client Projectile
Client disconnected and we're left with no partner!\n
Client lost reserved sound!\n
ClientGamePrecache
ClientPrecache
ClientPrecache()
ClientSetupVisibility: No entity for edict!\n
ClientSetupVisibility: portal number (%d) too large
Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Climb
Climb fail (2)\n
Climb fail\n
Climb start\n
Climb stop\n
Climber not in a climb activity!\n
ClipStyle
Close
Close obstruction %f\n
CloseAreaPortalsThink
CloseAreaportalThink
CloseCaption
CloseCaptionDirect
CloseFrameButtonPressed
CloseModal
ClosingThink
Code forced %s(%s), to be the target of scripted sequence %s, but it can't play it.\n
Collide
CollisionGroup
CollisionPartnerThink
CollisionType
Color
Color Fade
Color Light From Control Point
Color Random
Color for bounce paint
Color for erase
Color for erase that is rendered
Color for portal paint
Color for speed paint
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
ColumnResized
Combat
Combine
CombineCannon
ComboBox
ComboBoxBorder
ComboBoxButton.ArmedArrowColor
ComboBoxButton.ArrowColor
ComboBoxButton.BgColor
ComboBoxButton.DisabledBgColor
ComeToRest
ComingBackConceptModifier
ComingBackWaitForSpeak
Command
Commander
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
Compare
CompareValue
CompareValues
CompiledCaptionHeader_t
Complete
Complex achievement %s must have an Items key or a DefIndex field
Compute the contacts with paint in fast SIMD (1) or with slower FPU (0).
Computed lighting for %d/%d areas\n
Computing mesh visibility...
Computing mesh visibility...DONE\n
Computing mesh visibility...\n
ConVar(%s) defined with infinite float value (%s)\n
ConVarRef %s doesn't point to an existing ConVar\n
Concept
ConceptHistory_t
ConcreteChunks
Cond: %s\n
Conditional Error: %s\n
Conditions
Cone %.1f, Bias %.2f
Connect the vscript VM to the script debugger
ConnectOutput
ConnectOutputToScript
ConnectOutputs
ConnectTier1/2/3Libraries - Finish
ConnectTier1/2/3Libraries - Start
Connecting navigation areas...\n
Console
Console command too long.\n
Constant: %3.2f
Constraint (%s) attached to two shadow objects (%s and %s)!!!\n
Constraint (%s) attached to two static objects (%s and %s)!!!\n
ConstraintBroken
ConstraintThink
Contact Point:\t(%f, %f, %f)\n
Context '%s': Attribute "%s" has no value set
Context '%s': Attribute "%s" in "attributes" did not match any attribute definitions
Context '%s': Attribute "%s" is set to have custom logic but is not GC-generated so that logic will never get used!
Context: %s:%s
Context: %s\n
Context: Touched\n
ContextMenu
Contexts to set '%s' on %s, 
Continue
Continue an iteration over the list of entities, providing reference to a previously found entity
ContinuousProgressBar
ControlFactory
ControlHelperAnimate
ControlModified
ControlName
ControlText
Controls the duration of vphysics penetration error boxes.
Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments:\tNPC name or classname, <none>=NPC under crosshair
ConversionMode
ConversionModeMenu
Convert obsolete jump areas into 2-way connections
ConvertTarget
CoopBot.CoopBotBallFsRoboticsImpact
CoopBot.CoopBotBulletImpact
CoopBot.CoopBotEggFsRoboticsL
CoopBot.CoopBotEggFsRoboticsR
CoopBot.Explode_Gib
CoopBot.WallSlam
CoopBotAnimation(%i,"%s")
CoopCubeFizzle()
CoopGetBranchTotalLevelCount
CoopGetLevelsCompletedThisBranch
CoopGetNumPortalsPlaced
CoopGladosBlowUpBots
CoopPingTool
CoopSetCameFromLastDLCMap
CoopSetMapRunTime
Copy
CoreType
CorpseFallThink
Could not AllocSound() for Client Reserve! (DLL)\n
Could not AllocSound() for InsertSound() (Game DLL)\n
Could not find area portal window named %s for test chamber door %s\n
Could not find field named "
Could not find field type.
Could not play sound '%s'. Check that the sound exists.\n
Couldn't alloc player sound slot!\n
Couldn't create weapon %s to give NPC %s.\n
Couldn't find HLTV client player.
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 cover
Couldn't find flank
Couldn't find good spot for laser emitter!\n
Couldn't find schedule (%s)\n
Couldn't find shoot position
Couldn't find temp entity '%s'\n
Couldn't parse default value.
Couldn't resolve response target %s\n
Couldn't set relationship to unknown entity or class (%s)!\n
Couldn't walk to target
Count = %d\n
CountPlayersInZone
CountdownThink
Counter
Cp;0|
Crashed!: speed %.2f, lastSpeed %.2f\n
Crawl
Crawl start\n
Create In Hierarchy
Create a physics prop
Create a scene entity to play the specified scene.
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
Create(%s)
CreateAddon
CreateByClassname
CreateEntityByName( %s, %d ) - CreateEdict failed.
CreateInstance called on a point_template that has no templates: %s\n
CreateInterface
CreateNewControl
CreateProp
CreateSceneEntity
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 companion cube where the player is looking.
Creates a dynamic prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}
Creates a laser reflector cube cube where the player is looking.
Creates a paint bomb with the erase paint paint power
Creates a paint bomb with the jump paint paint power
Creates a paint bomb with the portal paint paint power
Creates a paint bomb with the speed paint paint power
Creates a physics prop with a specific .mdl aimed away from where the player is looking.\n\tArguments: {.mdl name}
Creates a standard cube where the player is looking.
Creates a weighted sphere where the player is looking.
Creates an NPC aimed away from the player of the given type where the player is looking (if the given NPC can actually stand at that location).  Note that this only works for npc classes that are already in the world.  You can not create an entity that doesn't have an instance in the level.\n\tArguments:\t{npc_class_name}
Creates an NPC of the given type where the player is looking (if the given NPC can actually stand at that location).  \n\tArguments:\t[npc_class_name] [name of npc (optional) ] [addon type (optional) ] [name of addon (optional) ]
Creates an antique cube where the player is looking.
Creates an entity by classname
Creates an entity of the given type where the player is looking.
Creating navigation areas from sampled data...\n
CreditsMsg
CreditsPortalMsg
CriterionDistance
CriterionVisibility
CrouchWalk
Crow: Flyto Point
CubeType
Cull Random
Cur Accuracy: %.1f
Current Blend: %d\n
Current Enemy
Current Pos:   %3.3f
Current Pos: %3.3f
Current Target
Current item schema is up-to-date with version %08X.\n
Current name of the skybox texture
Current place set to '%s'\n
Current sound patches: %d\n
Current time: %6.3f\n
CurrentDefaultButtonSet
CurrentSpeed: %.3f  
CurrentTimescale
CursorEntered
CursorEnteredMenuButton
CursorEnteredMenuItem
CursorExited
CursorExitedMenuItem
CursorMoved
Custom
Custom game-specific analysis...
Custom game-specific analysis...DONE\n
CustomCoverOnReload
CustomMaxShots
CustomMaxTimeShots
CustomMinShots
CustomMinTimeShots
CustomOddsCover
CvarToggleCheckButton
Cxx+
Cycle: %.5f (%.5f)
CycleFrequency
Cycles through the various hull sizes.  Currently selected hull size is written to the screen.  Controls which connections are shown when ai_show_hull or ai_show_connect commands are used\n\tArguments:\t-none-
C~61
D$ 333?
D$\f0O
D$\f1P
D$\f33s?
D$\f3A
D$\fD6
D$\fH1
D$\fJ3
D$\fP6
D$\fV3
D$\fXM
D$\fYN
D$\fb0
D$\fdM
D$\feN
D$\fff
D$\fn0
D$\fsQ
D0,k}\f8
D1(Gf
D1D8
D2\ff
D333
D38f
D4CGib
D8Tk
D9(Cf
D9E<
DAMAGE FILTER:%s
DAMAGING 
DEAD
DEBRIS
DEFAULT
DEFAULT_WRITE_PATH
DEMO
DIRECT
DISABLED
DISSOLVE
DMXAlloc
DONT_HIDE
DONT_HIDE 
DOOR STATE: AJAR
DOOR STATE: CLOSED
DOOR STATE: CLOSING
DOOR STATE: OPEN
DOOR STATE: OPENING
DROP
DROWN
DROWNRECOVER
DT_AI_BaseNPC
DT_AR2Explosion
DT_AnimTimeMustBeFirst
DT_Animationlayer
DT_AttributeContainer
DT_AttributeContainerPlayer
DT_AttributeList
DT_AttributeManager
DT_BCCLocalPlayerExclusive
DT_BaseAnimating
DT_BaseAnimatingOverlay
DT_BaseBeam
DT_BaseButton
DT_BaseCombatCharacter
DT_BaseCombatWeapon
DT_BaseDoor
DT_BaseEntity
DT_BaseFlex
DT_BaseGrenade
DT_BaseHLCombatWeapon
DT_BaseParticleEntity
DT_BasePlayer
DT_BasePortalCombatWeapon
DT_BaseProjectedEntity
DT_BaseProjector
DT_BasePropDoor
DT_BaseTempEntity
DT_BaseToggle
DT_BaseTrigger
DT_BaseVPhysicsTrigger
DT_BaseViewModel
DT_Beam
DT_BeamSpotlight
DT_BoneFollower
DT_BreakableProp
DT_BreakableSurface
DT_CFish
DT_CitadelEnergyCore
DT_CollisionProperty
DT_ColorCorrection
DT_ColorCorrectionVolume
DT_Corpse
DT_CountdownTimer
DT_DetailController
DT_DustTrail
DT_DynamicLight
DT_DynamicProp
DT_EffectData
DT_Embers
DT_EntityDissolve
DT_EntityFlame
DT_EntityFreezing
DT_EntityParticleTrail
DT_EntityParticleTrailInfo
DT_EntityPortalledNetworkMessage
DT_EnvAmbientLight
DT_EnvDOFController
DT_EnvParticleScript
DT_EnvPortalPathTrack
DT_EnvProjectedTexture
DT_EnvScreenEffect
DT_EnvScreenOverlay
DT_EnvTonemapController
DT_EnvWind
DT_EnvWindShared
DT_Env_Lightrail_Endpoint
DT_FireSmoke
DT_FireTrail
DT_FizzlerEffects
DT_FizzlerMultiOriginSoundPlayer
DT_FogController
DT_FuncAreaPortalWindow
DT_FuncBrush
DT_FuncConveyor
DT_FuncLadder
DT_FuncMonitor
DT_FuncMoveLinear
DT_FuncNoPortalVolume
DT_FuncOccluder
DT_FuncPortalBumper
DT_FuncReflectiveGlass
DT_FuncRotating
DT_FuncSmokeVolume
DT_FuncTrackTrain
DT_Func_Dust
DT_Func_LOD
DT_GameRulesProxy
DT_HL2GameRules
DT_HLMachineGun
DT_HLSelectFireMachineGun
DT_HalfLife2Proxy
DT_HandleTest
DT_InfoLadderDismount
DT_InfoOverlayAccessor
DT_InfoPlacementHelper
DT_InfoPortalScore
DT_IntervalTimer
DT_LabIndicatorPanel
DT_LevelPlacardDisplay
DT_LightGlow
DT_Local
DT_LocalActiveWeaponData
DT_LocalPlayerExclusive
DT_LocalWeaponData
DT_MP_LobbyScreen
DT_MaterialModifyControl
DT_MortarShell
DT_MovieDisplay
DT_MovieExplosion
DT_NPC_HoverTurret
DT_NPC_Personality_Core
DT_NPC_Portal_FloorTurret
DT_NPC_RocketTurret
DT_NPC_Wheatley_Boss
DT_NeurotoxinCountdown
DT_OverlayVars
DT_PSCollisionEntity
DT_PS_InternalData_t
DT_PS_SimulationData_t
DT_PaintSprayer
DT_PaintStream
DT_ParticleFire
DT_ParticlePerformanceMonitor
DT_ParticleSmokeGrenade
DT_ParticleSystem
DT_PhysBox
DT_PhysBoxMultiplayer
DT_PhysMagnet
DT_PhysicsProp
DT_PhysicsPropMultiplayer
DT_Plasma
DT_PlayerResource
DT_PlayerState
DT_PointCamera
DT_PointCommentaryNode
DT_PointSurvey
DT_PortalGameRules
DT_PortalGameRulesProxy
DT_PortalLaser
DT_PortalLocal
DT_PortalLocalPlayerExclusive
DT_PortalMPGameRules
DT_PortalMPGameRulesProxy
DT_PortalMPStatsProxy
DT_PortalNonLocalPlayerExclusive
DT_PortalPlayerShared
DT_PortalPlayerStatistics
DT_PortalPointPush
DT_PortalRagdoll
DT_PortalSimulator
DT_Portal_Base2D
DT_Portal_MP_Stats
DT_Portal_Player
DT_PoseController
DT_PostProcessController
DT_Precipitation
DT_PrecipitationBlocker
DT_PredictedViewModel
DT_ProjectedEntityAmbientSoundProxy
DT_ProjectedTractorBeamEntity
DT_ProjectedWallEntity
DT_PropCombineBall
DT_PropDoorRotating
DT_PropEnergyBall
DT_PropFloorButton
DT_PropLinkedPortalDoor
DT_PropPaintBomb
DT_PropPortalStatsDisplay
DT_PropRocketTripwire
DT_PropTractorBeamProjector
DT_PropVehicleChoreoGeneric
DT_PropVehicleDriveable
DT_PropWeightedCube
DT_Prop_Hallucination
DT_Prop_Mirror
DT_Prop_Portal
DT_ProxyToggle
DT_ProxyToggle_ProxiedData
DT_QuadraticBeam
DT_Ragdoll
DT_RagdollManager
DT_Ragdoll_Attached
DT_RocketTrail
DT_RopeKeyframe
DT_SceneEntity
DT_ScriptCreatedAttribute
DT_ScriptCreatedItem
DT_ScriptIntro
DT_ServerAnimationData
DT_ShadowControl
DT_SlideshowDisplay
DT_SmokeStack
DT_SmokeTrail
DT_SpatialEntity
DT_SporeExplosion
DT_SporeTrail
DT_SpotlightEnd
DT_Sprite
DT_SpriteOriented
DT_SpriteTrail
DT_StatueProp
DT_SteamJet
DT_Sun
DT_SunlightShadowControl
DT_TEAntlionDust
DT_TEArmorRicochet
DT_TEBSPDecal
DT_TEBeamEntPoint
DT_TEBeamEnts
DT_TEBeamFollow
DT_TEBeamLaser
DT_TEBeamPoints
DT_TEBeamRing
DT_TEBeamRingPoint
DT_TEBeamSpline
DT_TEBloodSprite
DT_TEBloodStream
DT_TEBreakModel
DT_TEBubbleTrail
DT_TEBubbles
DT_TEClientProjectile
DT_TEDecal
DT_TEDust
DT_TEDynamicLight
DT_TEEffectDispatch
DT_TEEnergySplash
DT_TEExplosion
DT_TEFizz
DT_TEFootprintDecal
DT_TEFoundryHelpers
DT_TEGaussExplosion
DT_TEGlowSprite
DT_TEImpact
DT_TEKillPlayerAttachments
DT_TELargeFunnel
DT_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_TEWallPaintedEvent
DT_TEWorldDecal
DT_Team
DT_Tesla
DT_TestTraceline
DT_Timeline
DT_TriggerCatapult
DT_TriggerPaintCleanser
DT_TriggerPlayerMovement
DT_TriggerPortalCleanser
DT_Trigger_TractorBeam
DT_VGuiScreen
DT_WORLD
DT_WaterBullet
DT_WaterLODControl
DT_WeaponCubemap
DT_WeaponCycler
DT_WeaponItemBase
DT_WeaponPaintGun
DT_WeaponPortalBase
DT_WeaponPortalgun
DT_WeaponPromoAntennaBall
DT_WeaponPromoAntennaEgg
DT_WeaponPromoHelmetBall
DT_WeaponPromoHelmetEgg
DUPE: %s %d blocked area %d\n
DUPE: non-entity blocked area %d\n
D\nDtCfffff.
D_FR
D_HT
D_LI
D_NU
Damage
Damage effect index %d is out of bounds.
DamageDatabase
DamageDelay
DamageForce
DamageRadius
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
DeactivateEndPointFX
DeactivatePortalNow
DeactivateTrackFX
Deactivating
Dead
Dead end link: %s\n
DeadEnd
DeathThink
DeathThroes
DebrisContext
Debug the NPC dynamic interaction system.
Debug the attempted connection between two nodes
Debug the explosion of the exploding futbol.
Debug the explosion of the hot potato.
Debug the portal_pointpush.
DebugDrawBox
DebugDrawLine
DebugTextureInfo001
Debugging %s (0x%x)\n
DefIndex
Default
DefaultAnim
DefaultButtonSet
DefaultPlayerStateA
DefaultPlayerStateB
DefaultSmall
DefaultTouch
DefaultUnderline
DefaultVerySmall
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
Delay: %d
Delay: %f
DelayBetweenLines
DelayThink
DelayedInit
DelayedPlacementThink
DelayedRefresh
Delays map change until broadcast is complete
Delete
DeletePanel
DeletePanelButton
Deleted %d areas\n
Deletes the currently highlighted Area.
Deletes the currently marked Area (if any).
Density
DensityRampSpeed
DepleteAmmo
Deploy
DepthWrite
DescriptorProto
DescriptorProtosH
Desired Origin for %s: %f %f\n
Desired commentary mode state.
DesiredTimescale
DestStructType_t::BaseClass
DestinationGroup
Destroy
DestroyImmediately
DestroyItem
Detach
Determines which index (by order played) this map is. Returns -1 if entry is not found. -2 if this is not a known community map.
Determining links...\n
Determining zones...\n
Detonate
DetonateUse
DevShotThink_PostShot
DevShotThink_Setup
DevShotThink_TakeShot
DeveloperVerbose
Devshots: Loading point_devshot_camera positions from %s. \n
Devshots: No point_devshot_camera in %s. Moving to next map.\n
Dffffff.
DialogVariables
Didn't find particle function %s\n
DieThink
Dir ent: %s
Dir: %i (%i)
Direct precache of %s\n
Direction: %s
DirectionNoise
DirectionSuppressAirControl
Directional
DirectionalMarker
Disable
Disable npc background expressions when you can't see them.
DisableAlternatePath
DisableAreaPortalThink
DisableBoneFollowers
DisableCollision
DisableCollisions
DisableDamageForces
DisableDraw
DisableDrawInFastReflection
DisableFlashlight
DisableFloating
DisableGagging
DisableHarrass
DisableHelper
DisableHint
DisableLinkageThink
DisableMotion
DisablePath
DisablePhyscannonPickup
DisablePickup
DisablePlayerCollision
DisablePortalFunnel
DisablePuntSound
DisableReceivingFlashlight
DisableShadow
DisableSpeakWhileScripting
DisableSpeedModifier
DisableThink
DisableTripwire
Disabled
DisabledThink
Disables traces against remote portal moving entities using transforms to bring them into local space.
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
DisappearDist
DisappearMaxDist
DisappearMinDist
DisarmItem
Discarded rule %s\n
Discarding missing sequence %s on load.\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
DisconnectOutput
DisconnectOutputFromScript
DispatchAddOnThink
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 
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)
Display the visual effects of being painted.
DisplayCountdown
Displaying:\n%s\n\n
Displays a list of the last 5 lines of speech from NPCs.
Displays all hints as small boxes\n\tBlue\t\t- hint is available for use\n\tRed\t\t- hint is currently being used by an NPC\n\tOrange\t\t- hint not being used by timed out\n\tGrey\t\t- hint has been disabled
Displays all the current AI conditions that an NPC has in the overlay text.\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
Displays current level stats for portals placed, steps taken, and seconds taken.
Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at 
Displays red line to NPC's enemy (if has one) and blue line to NPC's target entity (if has one)\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
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 text debugging information about the squad and enemy of the selected NPC  (See Overlay Text)\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:\n\tGreen\t\t- ground movement \n\tBlue\t\t- jumping movement\n\tCyan\t\t- flying movement\n\tYellow\t\t- crawling movement\n\tMagenta\t- climbing movement\n\tRed\t\t- connection disabled
Displays the allowed connections between each node for the currently selected hull type.  Hulls are color code as follows:\n\tGreen\t\t- ground movement \n\tBlue\t\t- jumping movement\n\tCyan\t\t- flying movement\n\t\n\tYellow\t\t- crawling movement\n\tMagenta\t- climbing movement\n\tRed\t\t- connection disabled
Displays the allowed hulls between each node for the currently selected hull type.  Hulls are color code as follows:\n\tGreen\t\t- ground movement \n\tBlue\t\t- jumping movement\n\tCyan\t\t- flying movement\n\t\n\tYellow\t\t- crawling movement\n\tMagenta\t- climbing movement\n\tArguments: \t-none-
Displays the attachment points on an entity.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Displays the current route of the given NPC as a line on the screen.  Waypoints along the route are drawn as small cyan rectangles.  Line is color coded in the following manner:\n\tBlue\t- path to a node\n\tCyan\t- detour around an object (triangulation)\n\tRed\t- jump\n\tMaroon - path to final target position\n\tArguments:   \t{npc_name} / {npc_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 local movement attempts by the given NPC(s) (triangulation detours).  Failed bypass routes are displayed in red, successful bypasses are shown in green.\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 relationships between this NPC and all others.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Displays the steering obstructions of all NPCs (used to perform local avoidance)\n
Displays the steering obstructions of the NPC (used to perform local avoidance)\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 
Displays the viewcone of the NPC (where they are currently looking and what the extents of there vision is)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at
Dissolve
DissolveRampSoundThink
DissolveThink
DissolveThinkContext
DistMax
Distance
Distance Between Control Points Scale
Distance from player for held objects.
Distance to Control Points Scale
Distance to surface: %d\n
Distance: %f, Percent: %f, Damage: %f\n
Divide
Divider
DmeParticleSystemDefinition
Do client side flex animation.
Do not have LOS to player
DoCompositionString
DoConversionModeChanged
DoCopySelected
DoCutSelected
DoEntFire
DoEntFireByInstanceHandle
DoHideIMECandidates
DoIncludeScript
DoLanguageChanged
DoPaste
DoRecordAchievementEvent
DoRecordAchievementEvent called with a player index that doesn't resolve to a player (%s, %d)!\n
DoRecordAchievementEvent called with invalid player index (%s, %d)!\n
DoSentenceModeChanged
DoShowIMECandidates
DoSpark
DoSparkSmaller
DoUniqueString
DoUpdateIMECandidates
Doesn't block LOS
Doesn't match NPC hint group.
Doing partial rebuild of Node Graph...\n
Don't have a route
Don't have a route: blocked
Don't have a route: illegal move
Don't have a route: no goal
Don't have an enemy
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 test validity of a lag comp restore, just do it.
DontMessageParent
DontSpeakStart
DontUseSpeechSemaphore
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 linked by portals to a partner portal door
DoorAutoCloseThink
DoorCloseMoveDone
DoorGoDown
DoorGoUp
DoorHitBottom
DoorHitTop
DoorOpenMoveDone
DoorSound.DefaultArrive
DoorSound.DefaultLocked
DoorSound.DefaultMove
DoorSound.Null
DoorTouch
Dormant entity %s (%s) is thinking!!\n
DormantThink
DownButton
DragDrop
DragDrop.DragFrame
DragDrop.DropFrame
DragDropHelper
Draw a debug overlay box
Draw a grid on the floor where looking.
Draw alien blood
Draw human blood
Draw paths tried during search for bodysnatcher pathing
Draw's a while box around the NPC(s) nearest node\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at  
DrawOnly
Draws a cross at the given location\n\tArguments: x y z
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
Drop an ai_hint at the player's current eye position.
DropContext
Dt;f
Dump Server Completion Data\n
Dump all CPhysCollides for all portals to the debug overlay
Dump all global entities/states
Dump all response_rules.txt and rules (requires restart)
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
Dumping event queue. Current time is: %.2f\n
Dumps debug info for an entity
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 'default' item definition.
Duplicate attribute definition index (%d)
Duplicate attribute name %s encountered!\n
Duplicate equip region named "%s".
Duplicate item definition (%d)
Duplicate itemset name (%s) found!
Duplicate lootlist name (%s) found!
Duplicate prefab name (%s)
Duplicate quality value (%d)
Duplicate recipe definition (%d)
Duration in seconds to show nav area ID and attributes while editing
Dust
DustTrail
DyingThink
Dynamic Light
Dynamic Link Error: (%s) unable to form between nodes %d and %d\n
Dynamic prop %s: no sequence named:%s\n
DynamicLightThink
E 9E
E tC
E$kG
E0u3k
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
EFIRE
ENEMY
ENEMY_LKP
ENERGYBEAM
ENTITY IS NOT A PLAYER: %d\n
ERAD
ERRO
ERROR
ERROR phys_convert %s ! Already MOVETYPE_VPHYSICS\n
ERROR! %s missing ACT_DIESIMPLE\n
ERROR! Vacating an empty slot!\n
ERROR!: Can't create physics object for %s\n
ERROR:  Mistake in default schedule definitions, AI Disabled.\n
ERROR: "player" is no longer used, use "!player" in vcd instead!\n
ERROR: "self" is no longer used, use "!self" in vcd instead!\n
ERROR: %s First added %s must be first LOCALID!\n
ERROR: %s missing schedule!\n
ERROR: %s navigation not terminating. Possibly bad cyclical solving?\n
ERROR: (%s) can't teleport object (%s) as it has a parent (%s)!\n
ERROR: (%s) target '%s' not found. Deleting.\n
ERROR: Adding symbol to uninitialized table %s\n
ERROR: Ammo (%s) found no CVar named (%s)\n
ERROR: Attempting to give unknown ammo type (%s)\n
ERROR: Attempting to remove non-existing squad membmer!\n
ERROR: Bad %s LOCALID for %s\n
ERROR: Can't init spring %s from "%s" to "%s"\n
ERROR: Cannot save navigation map '%s'.\n
ERROR: Climb Node %i has no way off\n
ERROR: Couldn't find barrel volume for func_tankphyscannister %s.\n
ERROR: Couldn't find control volume for player-controllable func_tank %s.\n
ERROR: Dynamic link at %f %f %f pointing to invalid node ID!!\n
ERROR: Dynamic link dest WC node %d not found\n
ERROR: Dynamic link source WC node %d not found\n
ERROR: EnemyFinder field of view must be between -1.0 and 1.0\n
ERROR: Entity delete queue not empty on level start!\n
ERROR: Hinge with bad data!!!\n
ERROR: INVALID RALLY POINT SELECTION METHOD. Assault will not function.\n
ERROR: Invalid ground position.\n
ERROR: LoadSchd %d (%s): (%s) Unknown shedule %s!\n
ERROR: LoadSchd (%s): (%s) Bad syntax at task #%d (wasn't expecting %s)\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'ACTIVITY.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'GOAL.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'HINTFLAG'\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'PATH.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting ':' after type 'STATE.\n
ERROR: LoadSchd (%s): (%s) Malformed AI Schedule.  Expecting 'Tasks' keyword.\n
ERROR: LoadSchd (%s): (%s) Unknown activity %s!\n
ERROR: LoadSchd (%s): (%s) Unknown goal type  %s!\n
ERROR: LoadSchd (%s): (%s) Unknown hint flag type  %s!\n
ERROR: LoadSchd (%s): (%s) Unknown path type %s!\n
ERROR: LoadSchd (%s): (%s) Unknown task %s!\n
ERROR: LoadSchd (%s): Schedule (%s), Unknown condition %s!\n
ERROR: LoadSchd (%s): Schedule (%s),\n        Task (%s), has a malformed AI Task Argument = (%s)\n
ERROR: LoadSchd (%s): Unknown schedule type (%s)\n
ERROR: Missing or invalid schedule!\n
ERROR: Navigation Mesh load failed.\n
ERROR: No local player!\n
ERROR: Node %.0f %.0f %.0f, WC ID# %i, is either too low (fell through floor) or too high (>100 units above floor)\n
ERROR: Rejecting spawn of %s as error in NPC's schedules.\n
ERROR: Squad '%s' has enemies in it!\n
ERROR: SquadNewEnemy() - pEnemy is 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: Trying initialize links with no WC ID table!\n
ERROR: Trying to get WC ID with no network!\n
ERROR: Trying to get WC ID with no table!\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: file contains a schedule (%s) that has already been defined!\n
ERROR: path_track (%s) refers to itself as a target!\n
ERROR: too many nodes in map, deleting last node.\n
ETABLE
EVENT_CREDITS with negative elapsed time (rt %f starttime %f)\n
EVENT_LEVELSHUTDOWN:  with negative elapsed time (rt %f starttime %f)\n
E\f8C
E\f9Bht
E\f9D
E\f9D>
E\f9E
E\f9Fht
E\f9Fht"
E\f9G
E\f;Xx
E\ff9C
E\ffff.
E\ftM
E\ftR
E\ftY
E\ft\v9
Early jump off of %s!\n
Ease In
Ease In/Out
Ease Out
East
EditMenu
EditablePanel
Editing:\n%s\n%s
Eff: %s, Move: %s\n
EffectDispatch
EffectDuration
Effects :%d (EF_NODRAW=%d)
EffectsPrecache
Eiffel tower
ElectroThinkContext
ElectrocuteThink
EmberUse
EmitAISound
EmitAmbientSound:  '%s' emitted as '%s' (ent %i)\n
EmitAmbientSound:  Raw wave emitted '%s' (ent %i)\n
EmitBlood
EmitSound
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
Emitsound
Empty %s (%s) at %.2f, %.2f, %.2f\n
Enable
Enable debug printing about constraint sounds.
Enable debug spew for paint power users.
Enable test mode for ik height adjustment
Enable the wall jump helper to help keep players bouncing between two opposing walls
Enable/Disable clipping contact regions to portal planes.
Enable/Disable crouch jump prevention.
Enable/Disable placing portal on painted surfaces
Enable/Disable reflection on bounce.
Enable/Disable wall jumps for reflection bounce.
Enable/disable dynamic streaming of econ content.
Enable/disable hitbox damage.
EnableAlternatePath
EnableCollision
EnableCollisions
EnableDamageForces
EnableDraw
EnableDrawInFastReflection
EnableFlashlight
EnableGagging
EnableGun
EnableHarrass
EnableHint
EnableMotion
EnablePath
EnablePhyscannonPickup
EnablePickup
EnablePlayerCollision
EnablePortalFunnel
EnablePuntSound
EnableReceivingFlashlight
EnableRefire
EnableSaveButton
EnableShadow
EnableShadows
EnableSpeakWhileScripting
EnableThink
EnableTripwire
Enabled
Enabled.
EnabledChance
EnabledThink
Enables heavy-handed player teleporting stuck fix code.
Enables player lag compensation
Enables the global event log system
Enabling act busy
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!
Encountered string containing invalid UTF-8 data while 
End  : %3.0f
End-of-file inside block comment.
EndGame
EndHint
EndSize
EndSprite
EndTime
EndTouch
Enemies
Enemy changed from %s to %s\n
Enemy too far to attack
Enemy: 
Enemyfinder %s can't snap to %s because it doesn't exist\n
Energy Splash
EnergyBall.AmbientLoop
EnergyBall.Explosion
EnergyBall.Impact
EnergyBall.Launch
EngineTraceServer004
Ensure that an entity's script scope has been created
EntFireByHandle
EnterVehicle
EnterVehicleImmediate
Entities
Entity %s (%s) %s Collision Group %d\n
Entity %s is not an NPC.\n
Entity %s not found, and couldn't create!\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 '%s' is still actively leading\n
Entity Decal
Entity ID %d not found.\n
Entity with data saved, but with no classname\n
EntityGroup <- [];\r\nfunction __AppendToScriptGroup( name ) \r\n{\r\n\tif ( name.len() == 0 ) \r\n\t{ \r\n\t\tEntityGroup.append( null ); \r\n\t} \r\n\telse\r\n\t{ \r\n\t\tlocal ent = Entities.FindByName( null, name );\r\n\t\tEntityGroup.append( ent );\r\n\t\tif ( ent != null )\r\n\t\t{\r\n\t\t\tent.ValidateScriptScope();\r\n\t\t\tent.GetScriptScope().EntityGroup <- EntityGroup;\r\n\t\t}\r\n\t}\r\n}\r\n
EntityOutput
EntityParticleTrailInfo_t
EntityTemplate
EntityYaw: %.2f, AimYaw: %.2f, AimPitch: %.2f, MoveX: %.2f, MoveY: %.2f
EntryAngleTolerance
Enum type "
EnumDescriptorProto
EnumValueDescriptorProto
EnumValueOptions
Enums must contain at least one value.
EnvMicrophone %s specifies a non-existent speaker name: %s\n
Epsilon now %f\n
Equips the player with a single portal portalgun.\n\tArguments:   \tnone 
Erase any previously placed walkable positions.
Erases current game stats and writes out a blank stats file
Error
Error finding portal!\n
Error in precache file "%s":\n
Error parsing keyvalues
Error parsing soundscape file %s after %s\n
Error parsing text-format 
Error reading attribute "%s"
Error reading in array attribute "%s" element %d
Error reading weapon data file for: %s\n
Error running script named %s\n
Error!! Squad %s is too big!!! Replacing last member\n
Error:  <+X|-X|+Y|-Y|+Z|-Z> <value>\n
Error: %f Time: %f
Error: Could not save changes.  File is most likely read only.
EstimateLength
EvaluationThink
Event %s was missing tag %s for wav %s\n
EventName
EventQueue
EventQueuePrioritizedEvent_t
EventQueuePrioritizedEvent_t pool
EventSystem001
Exceeded max number of conditions (%d), ignoring condition %s\n
Exclude list emptied.\n
ExclusionList
Exclusive: !?INVALID?!
Exclusive: NO
Exclusive: Not Evaluated
Exclusive: YES
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
Executing dedicated server config file\n
Executing listen server config file\n
Exit
Exit animation %s failed to cache target points properly!\n
ExitButton
ExitDisabledState
ExitTractorBeamThink
ExitVehicle
Expand
ExpandButton
ExpandButton.Color
ExpandThink
Expanded
Expected "
Expected %s found %s ( raw '%s' )! (prev: %s)\n
Expected double.
Expected hex digits for escape sequence.
Expected identifier.
Expected integer.
Expected string.
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
ExplodeAndRemove
ExplodeConcussion
ExplodeDamage
ExplodeOnTouch
ExplodeRadius
ExplodeThink
ExplodeTimerContext
ExplodeTouch
ExplodingFutbolAnimateThinkContext
ExplodingFutbolKillThinkContext
ExplodingFutbolTimerThinkContext
ExploitableByPlayer
Explosion
Exponential Decay
ExpressionOverride
Extension "
Extension conflicts with extension already in database: extend 
Extension factory's GetPrototype() returned NULL for extension: 
Extension number $0 has already been used in "$1" by extension "$2".
Extension numbers cannot be greater than $0.
Extension numbers must be positive integers.
Extension range $0 to $1 includes field "$2" ($3).
Extension range $0 to $1 overlaps with already-defined range $2 to $3.
Extension range end number must be greater than start number.
ExtensionRange
Extensions of MessageSets must be optional messages.
Extensions to non-lite types can only be declared in non-lite files.  Note that you cannot extend a non-lite type to contain a lite type, but the reverse is allowed.
Extinguish
ExtinguishTemporary
Extra force: %f Time till portal: %f\n
ExtraParticleFilesTable
EyePosition
F 9H
F 9X
F @uD
F @uT
F u1
F(C9
F,x6
F,~u1
F3 u0
F4 t)
F4 t+
F4 t\n
F4 u
F4;G4
F4@u
F4\vF0xR
F4t\tk
F4x*
F8~<1
F9p(
F9w\f
F;q8|
F;s\ff
F;st|
F;sx
F;wL|
F;wl|
F<Ht\n
F<x3
FAILED to compile and execute script file named %s\n
FAILED to initiate threaded node graph build due to already locked mutex!
FALL
FALSE
FATAL
FCVAR_NEVER_AS_STRING
FD t 
FD+F@
FDu\t
FDx-
FIRE token in response needs exactly three parameters.
FIRST
FLINCHED
FMod values for pose controller %s\nTYPE: %i\nTIME OFFSET: %f\nRATE: %f\nAMPLITUDE: %f\n
FModAmplitude
FModRate
FModTimeOffset
FModType
FORCE_NOT_USED
FP+FL
FRUSTRATION
FU u
FXG9
FX_RicochetSound.Ricochet
FXx'
FXx(
F\+FX
F\fC9
F\fG9
F\ffffff.
F\ftm
F\n\foptimize_for
FacingPercentage
Factories - Finish
Factories - Start
Fade
FadeAllMovies
FadeAndKill
FadeAndRemove
FadeAndRespawn
FadeDist
FadeIn
FadeInThink
FadeOut
FadeOutThink
FadeReverse
FadeScaleThink
FadeStartDist
FadeThink
FadeTo
FadeToPattern
Fail: %s (%s)\n
Failed To Submit table %s
Failed filter test
Failed to create Bot.\n
Failed to create PropBreakable: would exceed MAX_EDICTS\n
Failed to create dynamic link (%d <--> %d)\n
Failed to create exploding futbol\n!
Failed to create item name %s\n
Failed to create the challenge mode end node!\n
Failed to find custom physics damage table name: %s\n
Failed to find function %s\n
Failed to generate new item: %s\n
Failed to include script "%s"
Failed to initialize templated entity with mapdata: %s\n
Failed to pathfind to nav goal:\n
Failed to play server side instructor hint: no player specified for hint\n
Failed to reestablish collision model for object\n
Failed to restore physics object\n
Failed to specify!
Failed to update item schema from %s\n
Failed to update item schema: HTTP status %d fetching %s\n
Failed to update item schema: couldn't fetch %s\n
Failed to write to survey file '%s'\n
Failing to force player to drop object.\n
FailureConceptModifier
FallSpeed
FallThink
FastHexToBuffer() wants non-negative integers, not 
Fatal
Fd t5
Fetched %d bytes item schema version %08X via HTTP; update is queued.\n
Fff.
Ffffff.
Fffffff.
Field does not match message type.
Field is repeated; the method requires a singular field.
Field is singular; the method requires a repeated field.
Field number $0 has already been used in "$1" by field "$2".
Field numbers $0 through $1 are reserved for the protocol buffer library implementation.
Field numbers cannot be greater than $0.
Field numbers must be positive integers.
Field type name may have changed or inheritance graph changed, save file is suspect\n
Field with message or enum type missing type_name.
Field with primitive type has type_name.
FieldDescriptorProto
FieldDescriptorProto.extendee not set for extension field.
FieldDescriptorProto.extendee set for non-extension field.
FieldOfView
FieldSize
Fieldname is not unique: %s\nRename it and try again.
File already exists in database: 
File appears to be in generated pool but wasn't registered: 
File is already registered: 
File recursively imports itself: 
FileDescriptorProto
FileDescriptorSet
FileLoggingListener001
FileSelectionCombo
Files that do not use optimize_for = LITE_RUNTIME cannot import files which do use this option.  This file is not lite, but it imports "
Files with optimize_for = LITE_RUNTIME cannot define services.
Filter01
Filter02
Filter03
Filter04
Filter05
Filter06
Filter07
Filter08
Filter09
Filter10
FilterDamageType
FilterTeam
FilterType
Find
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.
FindBackAwayNode() - %s has no nearest node!\n
FindByClassname
FindByClassnameNearest
FindByClassnameWithin
FindByModel
FindByName
FindByNameNearest
FindByNameWithin
FindByTarget
FindCover() - %s has no nearest node! (Check near %f %f %f)\n
FindDefaultButton
FindEntity
FindInSphere
FindKey
FindNPCToManTank
FindNamedEntity
FindThink
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 new path\n
Finding sniper spots...
Finding sniper spots...DONE\n
Finish shifting the Selected Set.
FinishLagCompensation
Finished dump.\n
Finished scripted sequence
Fire
Fire Rate: %f
Fire.Plasma
FireAtWill
FireBullet
FireEvent
FireOnArrival
FireOnDeparture
FireOnPlayer
FirePortal1
FirePortal1Helper
FirePortal2
FirePortal2Helper
FirePortalDirection1
FirePortalDirection2
FireRegisteredAsActivator1
FireRegisteredAsActivator2
FireRegisteredAsActivator3
FireRegisteredAsActivator4
FireRocketThink
FireSystem_AddHeatInRadius
FireTimer
FireUser1
FireUser2
FireUser3
FireUser4
Fires a rocket turret projectile from the player's eyes for testing.
Fires a test energy ball out of your face
Firing PickRandom input on logic_case %s with no cases set up\n
Firing: (%s)\n
FiringThink
First
First argument to Swap() (of type "
First valid class must be greater than 0.
First valid class must be less than or equal to last valid class.
First valid item slot must be less than or equal to last valid item slot.
FirstMoveChild
Fixing player blocking train by moving to center!\n
Fixing player blocking train via gamemovement!\n
Fixing player blocking train!\n
Fizz
FizzThink
Fizzle
FizzleThink
FizzleTouchingPortals
FizzlerEffects
FizzlerMultiOriginSoundPlayer
Flags :%d
FlameThink
Flash
FlashWindow
Flee path shorter than task parameter
Flesh.BulletImpact
Flesh.LaserBurn
Flinch
Flips the selected ladder's direction.
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)
FlyThink
FlyToPathTrack
FlyToSpecificTrackViaPath
Fog Volume %s found at position (%f %f %f)
Fog: %s, post process: %s, color correct: %s
FogName
FogSystem
Follow: NoteSuccessfulFollow()\n
Follow: Wait Point
FollowTarget
FollowThink
FollowerUse
Footprint Decal
For tweaking how high bounce paint launches the player.
For tweaking the max speed for speed paint.
For tweaking the normal speed when off speed paint.
For viewmodel grab controller, max velocity magnitude squared to apply to knocked objects.
ForEachPlayer
Force all bots to repeatedly jump.
Force all bots to repeatedly taunt.
Force bot to request swap weapon from player.
Force bots with the specified weapon to fire.
Force movement yaw along an animation path.
Force start the benchmark. This is only for debugging. It's better to set sv_benchmark to 1 and restart the level.
Force the npc to try and speak all their responses
Force the player to use the secondary damaged animations.
Force waiting for the other player.
ForceDrop
ForceDropPhysObjects
ForceFire
ForceGunOnSpawn
ForceInteractionWithNPC
ForceNPCOff
ForceNPCToActBusy
ForceOff
ForcePhysicsGrabController
ForcePickup
ForcePlayerIn
ForcePlayerOut
ForceSpawn
ForceSpawnAtEntityOrigin
ForceThisNPCToActBusy
ForceThisNPCToLeave
ForceTriggerResponseEvent
ForceTriggerResponseEventNoCancel
ForceUpdate
ForceVMGrabController
Forces the placement preview to show any help in placement given from info_placement_helper entities.\n
Forcing dynamic link neighbors...\n
Forcing split screen player onto team %s\n
ForgetEntity
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
Formation
Forward
Found %d matches.\n
Found %i matching rules, selecting slot %i\n
Found %s that isn't in a squad\n
Found %s, but can't play!\n
Found %s\n
Found no backaway node
Found no entity at %d.\n
Found obstruction between player and drop position.\n
Found portal along drop position, teleporting drop position to the other side\n
Found soundscape entity with no soundscape name.\n
FoundryHelpers
Frame
Frame.AutoSnapRange
Frame.BgColor
Frame.ClientInsetX
Frame.ClientInsetY
Frame.FocusTransitionEffectTime
Frame.OutOfFocusBgColor
Frame.TitleTextInsetX
Frame.TransitionEffectTime
FrameBorder
FrameGrip.Color1
FrameGrip.Color2
FrameSystemButton
FrameSystemButton.BgColor
FrameSystemButton.DisabledIcon
FrameSystemButton.FgColor
FrameSystemButton.Icon
FrameTime
FrameTitleBar.BgColor
FrameTitleBar.DisabledBgColor
FrameTitleBar.DisabledTextColor
FrameTitleBar.Font
FrameTitleBar.SmallFont
FrameTitleBar.TextColor
FrameTitleButton.BgColor
FrameTitleButton.DisabledBgColor
FrameTitleButton.DisabledFgColor
FrameTitleButton.FgColor
FrameUpdatePostEntityThink
FrameUpdatePostEntityThinkAllSystems
FrameUpdatePreEntityThinkAllSystems
Free Sound List is full!\n
Freeze
Freeze all NPCs not selected
Frequency
FriendsInGame
From
Front ent: %s
FrontThink
Front_marker
Frozen
FuncTankName
FuncTrackChange.Blocking
FuncTrackTrain '%s' has no target.\n
FuncTrain '%s' has no target.\n
Func_Tank.BeginUse
Furthest distance an object can be when held in colmn mode.
FutbolAnimateThinkContext
FutbolThrownThinkContext
F~C1
G @uW
G$90u
G$F9
G(C9
G*uU<
G4 t
G4 u\v
G4;E
G4@u
G4@uZ
G4x(
G4x+
G8;E
G8C9
G9x0
G9y 
G@T\tJ
GAME
GAME.stat_player_steps
GAME.stat_portals_placed
GAME.stat_portals_traveled
GAMECONSOLE
GAMEEVENTSMANAGER002
GAMEOVER_ALLY
GC sent malformed CGCUpdateItemSchema message: No schema data, no URL\n
GC told us to expect %08X, we got %08X\n
GCHost
GDf9_
GENERIC
GHtP
GLOBAL
GLOBALNAME: %s
GLOW_ALPHA
GLOW_RGB
GOALTYPE_COVER
GOALTYPE_ENEMY
GOALTYPE_FLANK
GOALTYPE_LOCATION
GOALTYPE_LOCATION_NEAREST_NODE
GOALTYPE_NONE
GOALTYPE_PATHCORNER
GOALTYPE_TARGETENT
GPx.
GRENADE
GT\tFT
GXF9
G\3E
G\F9
G\f;9t";2t
G\f;F0t
G\fC9
G`t7
GagDisable
GagEnable
GagLeader
Gagged
Game
Game paused time showing up negative (rt %f pausestart %f)\n
GameDescription
GameEndAlly
GameMovement001
GameRulesCreation
GameStartFrame()
GameStatsUpload_
GameTime
GameTitle
GameType
GameUI.UiCoopHudActivate
GameUI.UiCoopHudClick
GameUI.UiCoopHudClickHigh
GameUI.UiCoopHudClickLow
GameUI.UiCoopHudDeactivate
GameUI.UiCoopHudFocus
GameUI.UiCoopHudUnfocus
GameUI011
GameUISystemMgr001
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 a report to the console.
Generate an item and have the bot equip it.\n\tFormat: bot_equip <bot name> <item name>
Generate and entity i/o event. First parameter is an entity instance.
Generate: Error - Data corrupt.\n
GenerateGameEvent
Generated puzzle is not valid!\n
Generating Navigation Mesh...\n
Generation complete!  %0.1f seconds elapsed.\n
GenericHintType
GenericNPC.GunSound
Gesture Slot %d(%s): %s %s(A:%s, C:%f P:%f)\n
Gesture Slot %d(%s): NOT ACTIVE!\n
Get a KeyValue class instance on this entity's model
Get a vector containing max bounds, centered on object
Get a vector containing min bounds, centered on object
Get entity pitch, yaw, roll as a vector
Get number of wheatley monitors destroyed by the player.
Get the attachement id's angles as a p,y,r vector
Get the attachement id's origin vector
Get the current server time
Get the entity name stripped of template unique decoration
Get the forward vector of the entity
Get the instance handle of the door's linked partner
Get the left vector of the entity
Get the local angular velocity - returns a vector of pitch,yaw,roll
Get the name of the map.
Get the named attachement id
Get the time spent on the server in the last frame
Get the up vector of the entity
Get vector to center of object - absolute coords
Get vector to eye position - absolute coords
Get whether we have seen the DLC tubes reveal this session.
GetAbsOrigin
GetAbsVelocity
GetAngles
GetAngularVelocity
GetAttachmentAngles
GetAttachmentOrigin
GetBluePlayerIndex
GetBool
GetBoundingMaxs
GetBoundingMins
GetCameFromLastDLCMap
GetCenter
GetClassname
GetCommand
GetCoopBranchLevelIndex
GetCoopSectionIndex
GetCounter
GetCurSchedule() == NULL
GetCurrentScene
GetDeveloperLevel
GetDouble
GetEntityNameAsCStr
GetEnum
GetEyePosition() Can't get pstudiohdr ptr!\n
GetFMod
GetFirstSubKey
GetFloat
GetForwardVector
GetFov
GetGLaDOSSpoteFlags out of range!\n
GetGladosSpokenFlags
GetHaveSeenDLCTubesReveal
GetHealth
GetHighestActiveBranch
GetIndex
GetInt32
GetInt64
GetKeyBool
GetKeyFloat
GetKeyInt
GetKeyString
GetLeftVector
GetMapIndexInPlayOrder
GetMapName
GetMaxHealth
GetMessage
GetModelKeyValues
GetModelName
GetMoveParent
GetName
GetNextKey
GetNumMapsPlayed
GetNumPlayersConnected
GetObjectScaleLevel
GetOrangePlayerIndex
GetOrigin
GetOwner
GetPartnerInstance
GetPartnername
GetPathToEnemy failed!!\n
GetPathToEnemyLKP failed!!\n
GetPathToInteractionPartner failed!!\n
GetPchTempTextBuffer() called after UninitTempTextBuffers()
GetPlayer
GetPlayerDeathCount
GetPlayerSilenceDuration
GetPlayerSpeechDuration
GetPreTemplateName
GetRepeatedBool
GetRepeatedDouble
GetRepeatedEnum
GetRepeatedFloat
GetRepeatedInt32
GetRepeatedInt64
GetRepeatedMessage
GetRepeatedString
GetRepeatedStringReference
GetRepeatedUInt32
GetRepeatedUInt64
GetRootMoveParent
GetSceneByIndex
GetScheduleOfType(): No CASE for Schedule Type %d!\n
GetScriptId
GetScriptOwnerEntity
GetScriptScope
GetSoundDuration
GetSpeed
GetState
GetString
GetStringReference
GetTeam
GetTeamNumber
GetText
GetUInt32
GetUInt64
GetUpVector
GetValue
GetVelocity
GetWheatleyMonitorDestructionCount
Gets the level of 'develoer'
Gets this entity's owner
Gff.
Gffffff
Gffffff.
Gib Lifetime
Gib Speed
GibShooter Body is <= 1!\n
Gibs
Give a supply of ammo for current weapon..\n
Give item to player.\n\tArguments: <item_name>
Give player the portalgun.
Give the control of the mouse back to Hammer.
Give the engine control of the mouse.
Give yourself a point
GivePlayerPortalgun
Given a KeyValues object and a key name, find a KeyValues object associated with the key name
Given a KeyValues object and a key name, return associated bool value
Given a KeyValues object and a key name, return associated float value
Given a KeyValues object and a key name, return associated integer value
Given a KeyValues object and a key name, return associated string value
Given a KeyValues object and a key name, return true if key name has no value
Given a KeyValues object, return the first sub key object
Given a KeyValues object, return the next key object in a sub key group
Given a root KeyValues object, release its contents
Given the 'branch' argument, returns the current chosen level.
Gives the game time in seconds (server's curtime)
Gives the gamestop promo helmets for coop bots. Requires a respawn or changelevel to start showing.
Glass.Small
Glass.Window
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
GoDown
GoOutThink
GoUp
Goal
Good
Got a NaN origin on %s\n
Got a NaN velocity on %s\n
GotoPathCorner
GrabBallTouch
Graph not ready for FindBackAwayNode!\n
GraphPanel
GraphPanel.BgColor
GraphPanel.FgColor
Gravity
GravityTouch
GreenBlood
Grenade
Grenade.Blip
GrenadeBeam.HitSound
GrenadeBeamTouch
Ground
Groundent: NULL\n\n
Groundent:%s\n\n
Group
Group00
Group01
Group02
Group03
Group04
Group05
Group06
Group07
Group08
Group09
Group10
Group11
Group12
Group13
Group14
Group16
GroupName
GunEffectsThink
Gun_Barrel_01
Gun_casing
H(C9
H0)M
H;Y0
H;w8|
H;y0
H<t5
HAS FL_FLY
HB@T\tJ
HDR Color Scale: %0.3f
HDRColorScale
HEAD
HELD
HELDPANIC
HEV_DEAD
HFont
HINTFLAGS:%s, inconsistent, the nearest node is never a random hint node, treating as nearest request!\n
HITBOX_INDEX
HITBOX_RELATIVE_XYZ
HL2Player.BurnPain
HLTVDirector001
HUMAN_HULL
H\fv0
Had to force COND_NEW_ENEMY\n
Half-Life 2
HalfHeight
HalfWidth
HandBrakeOff
HandBrakeOn
HandleFoundryEntitySpawnRecords
HandleFoundryEntitySpawnRecords - CreateEntityByName( %s, %d ) failed\n
Has LOS to enemy
HasField
Hdt 
Hdt\v
Hdu0F
Heals the target back to full health
Health: %d, collision group %d
Health: %i
Health: %i  (DACC:%1.2f)
Heat: %.1f
Height
HeldThink
HelicopterTracer
Hex and octal numbers must be integers.
Hf9\n
Hfff.
HideHudHint
HideNewControlMenu
HideSprite
HideThink
HideViewFinder
HideWeapon
Highlight non-contiguous connections
Highlight the specified node
Highlights constraint system graph for an entity
Hint Group: %s
Hint isn't in NPC's aimcone
Hint isn't in NPC's viewcone
Hint isn't visible to NPC.
Hint node (%s) being used by non-owner!\n
Hint takes NPC close to Enemy
HintFlags
HintGroupChangeReaction
HintNodeData
HintText
Hintnode %s
Hit %s\nposition %.2f, %.2f, %.2f\nangles %.2f, %.2f, %.2f\n
Hit Location: Chest\n
Hit Location: Gear\n
Hit Location: Generic\n
Hit Location: Head\n
Hit Location: Left/Right Arm\n
Hit Location: Left/Right Leg\n
Hit Location: Stomach\n
Hit Location: UNKNOWN\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 %08lx\n
Hit: hitbox %d, hitgroup %d, physics bone %d, solid %d, surface %s, surfaceprop %s\n
HitBoxes
HlA;H\|
Hold
Hold object along a fixed column in front of player\n
HoldAnimation
HoldDissolveContext
HoldNoise
HoldTime
HolsterAndDestroyWeapon
HolsterWeapon
HorizScrollBar
HorizontalGlowSize
HotPotatoAnimateThinkContext
HotPotatoKillThinkContext
HotPotatoTimerThinkContext
Hotkey
How fast the player accelerates on speed paint when on a ramp.
How fast the player accelerates on speed paint.
How hard physics objects are pushed away from the players on the server.
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
How late a player can try to jump and still get a super jump she's no longer touching.
How long before starting to decelerate if going from speed to bounce.
How long looping soundpatch captions should display for.
How many degrees per second that we can turn our feet or upper body.
How much outward velocity is traded for upward velocity on wall bounces
How much time offset from what client is asking before the data is deleted.
How much to slow down backwards motion
How often, in seconds should the portal cleanser think.
Hud.Hint
HudChat.Message
HudMsg
HudPingIndicator
HudText
HullCheckMode
HullType
Hunter
Hurt
HurtThink
HurtTouch
Hurting the player for FindClosestPassableSpaceFailure!
Hurting the player for FindClosestPassableSpaceFailure!\n
Hurts the player.\n\tArguments: <health to lose>
I 9A
I 9M
I$u51
IDLE
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
IL 9AH
IMECandidatesMenu
IMsgNetPacketFromCNetPacket: malformed packet, size %d bytes\n
INCOVER
INFO
INTERACTIVE
INVALID_CPPTYPE
ISERVERPLUGINHELPERS001
ISteamHTTP not available to update item schema, requesting direct data for version %08X\n
ITEM1
ITEM2
ITEM_FLAG_DOHITLOCATIONDMG
ITEM_FLAG_EXHAUSTIBLE
ITEM_FLAG_LIMITINWORLD
ITEM_FLAG_NOAMMOPICKUPS
ITEM_FLAG_NOAUTORELOAD
ITEM_FLAG_NOAUTOSWITCHEMPTY
ITEM_FLAG_NOITEMPICKUP
ITEM_FLAG_SELECTONEMPTY
IXiD0
IXiT
Ice_Explosion_Decal
Idle
IdleModifier
IdleRespond
If 1, polling for info_remarkables and issuances of TLK_REMARK is enabled.
If > 0, then it only runs the benchmark for this # of ticks.
If NPC is stepping through tasks (see ai_step ) will resume normal processing.
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
If enabled, prints diagnostic information about the current fog volume
If in hierarchy, retrieves the entity's parent
If in hierarchy, walks up the hierarchy to find the root parent
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 nonzero editing the mesh will incrementally recompue visibility
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 a valid map name, will change to this map during the next changelevel
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, 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 the exploding futbol should explode when it fizzles.
If the exploding futbol should hit breakable entities.
If the hot potato should explode when it fizzles.
If the hot potato should hit breakable entities.
If the paintblobs have a limited range.
If the reflector cube should get disabled when left on the ground with a laser going through it.
If the turrets should shoot after they die.
If this scene is currently paused.
If this scene is currently playing.
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, use experimental threaded node graph building.
If used without arguments, all available Places will be listed. If a Place argument is given, the current Place is set.
Ifffff.
Ignite
IgniteHitboxFireScale
IgniteLifetime
IgniteNumHitboxFires
Ignore
IgnoreDangerSounds
IgnoreEntity
IgnoreFacing
IgnoreScheme
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
Ill-formed parameter found in map progress file!\n
Ill-formed signify command from client!\n
Image
ImagePanel
Impact
Impact angle: %f\n
Impact.Concrete
ImpactForce
Import "
In Portal Environment: %s
In challenge and editor maps, output research data to portal2_research_data.csv if enabled
In level transition: %s %s\n
In multiplayer games, don't repeat captions more often than this many seconds.
In the Build Mode Dialog Window:\nDelete button - deletes the currently selected panel if it is deletable.\nApply button - applies changes to the Context Panel.\nSave button - saves all settings to file. \nRevert to saved- reloads the last saved file.\nAuto Update - any changes apply instantly.\nTyping Enter in any text field applies changes.\nNew Control menu - creates a new panel in the upper left corner.\n\nIn the Context Panel:\nAfter selecting and moving a panel Ctrl-z will undo the move.\nShift clicking panels allows multiple panels to be selected into a group.\nCtrl-c copies the settings of the last selected panel.\nCtrl-v creates a new panel with the copied settings at the location of the mouse pointer.\nArrow keys slowly move panels, holding shift + arrow will slowly resize it.\nHolding right mouse button down opens a dropdown panel creation menu.\n  Panel will be created where the menu was opened.\nDelete key deletes the currently selected panel if it is deletable.\n  Does nothing to multiple selections.
InPass
InValue
Inactive
InactiveThink
IncWheatleyMonitorDestructionCount
IncludeScript stack overflow\n
Incorrect parameters. Format: <category id> <line>\n
Incorrect parameters. Format: <category id>\n
Increment
IncrementTextureIndex
Incrementing %s by %f at pos (%d, %d, %d)\n
Index out-of-bounds (field is empty).
Indicates how far ahead in seconds to preload animations.
IndicatorFlash
IndicatorLights
Infinite angles from vphysics! (entity %s)\n
Infinite origin from vphysics! (entity %s)\n
InfoPanel
InfoTarget
Inherit Velocity
InitBodyQue()
InitDefaultAIRelationships
InitGameRules: game rules entity (%s) not created
InitGameRules: missing gamerules class '%s' on the server
InitGameSystems - Finish
InitGameSystems - Start
InitInteractionSystem
Initial Repulsion Velocity
Initial Scalar Noise
Initial Velocity Noise
InitialOwner
InitialState
InitialThink
InitialValue
InitializeAINetworks
InitializeCvars
Initializing NPC
Initializing assault behavior
Initializing node neighbors...\n
Initializing node positions...\n
Initiating stopping path\n
Input
Input Cosine: %f\n
InputAction
InputActivate
InputActivateEndpoint
InputActivateSkybox
InputActivateSpeedModifier
InputActivateTrack
InputAdd
InputAddBlueScore
InputAddBlueTeamScore
InputAddContext
InputAddHealth
InputAddMaxChildren
InputAddOrangeScore
InputAddOutput
InputAddPlayer
InputAddPotatosToPortalgun
InputAddRedTeamScore
InputAddSlides
InputAddToCounter
InputAddToTimer
InputAlpha
InputAlternativeSorting
InputAlwaysUpdateOff
InputAlwaysUpdateOn
InputAmplitude
InputAnswerQuestion
InputAnswerQuestionHello
InputApplyRelationship
InputApplyScore
InputBallCaught
InputBecomeBox
InputBecomeDebris
InputBecomeMonster
InputBecomeRagdoll
InputBecomeShortcircuit
InputBeginAssault
InputBeginRappel
InputBeginSentence
InputBeginSequence
InputBlendTonemapScale
InputBlockNav
InputBreak
InputCallScriptFunction
InputCancelActivate
InputCancelAtNextInterrupt
InputCancelPending
InputCancelPlayback
InputCancelPress
InputCancelScript: Cancelling script '%s'\n
InputCancelSequence
InputChangeCDTrack
InputChangeDestinationGroup
InputChangeFOV
InputChangeGrav
InputChangeLevel
InputChangeLevelPostFade
InputChangePaintType
InputChargePortal1
InputChargePortal2
InputCheck
InputChooseFarthestPathPoint
InputChooseNearestPathPoint
InputClearContext
InputClearIdleSequence
InputClearParent
InputClearTargetEntity
InputClose
InputColor
InputColorBlueValue
InputColorGreenValue
InputColorRedValue
InputCommand
InputCompare
InputCompareValues
InputComplete
InputConvertTarget
InputCountPlayersInZone
InputCreateAddon
InputDeactivate
InputDeactivateEndpoint
InputDeactivateTrack
InputDepleteAmmo
InputDestroy
InputDetach
InputDisable
InputDisableAlternatePath
InputDisableCollision
InputDisableCollisions
InputDisableDamageForces
InputDisableDraw
InputDisableDrawInFastReflection
InputDisableFlashlight
InputDisableFloating
InputDisableGagging
InputDisableHarrass
InputDisableHint
InputDisableMotion
InputDisablePath
InputDisablePhyscannonPickup
InputDisablePickup
InputDisablePlayerCollision
InputDisablePortalFunnel
InputDisablePuntSound
InputDisableReceivingFlashlight
InputDisableShadow
InputDisableSpeakWhileScripting
InputDisableSpeedModifier
InputDisableUpdateTarget
InputDispatchResponse
InputDisplay
InputDissolve
InputDivide
InputDoSpark
InputEmitAISound
InputEmitBlood
InputEnable
InputEnableAlternatePath
InputEnableCollision
InputEnableCollisions
InputEnableDamageForces
InputEnableDraw
InputEnableDrawInFastReflection
InputEnableFlashlight
InputEnableGagging
InputEnableHarrass
InputEnableHint
InputEnableMotion
InputEnablePath
InputEnablePhyscannonPickup
InputEnablePickup
InputEnablePlayerCollision
InputEnablePortalFunnel
InputEnablePuntSound
InputEnableReceivingFlashlight
InputEnableRefire
InputEnableShadow
InputEnableSpeakWhileScripting
InputEnableUpdateTarget
InputEndHint
InputEndTouch
InputEnterVehicle
InputEnterVehicleImmediate
InputExitDisabledState
InputExitVehicle
InputExplode
InputExplodeAndRemove
InputExtinguish
InputExtinguishTemporary
InputFade
InputFadeAllMovies
InputFadeAndKill
InputFadeAndRemove
InputFadeAndRespawn
InputFadeIn
InputFadeOut
InputFadeTo
InputFadeToPattern
InputFilter
InputFindEntity
InputFindNPCToManTank
InputFire
InputFireAtWill
InputFireBullet
InputFireEvent
InputFireRegisteredAsActivator1
InputFireRegisteredAsActivator2
InputFireRegisteredAsActivator3
InputFireRegisteredAsActivator4
InputFireTimer
InputFireUser1
InputFireUser2
InputFireUser3
InputFireUser4
InputFizzle
InputFizzleTouchingPortals
InputFlyToPathTrack
InputForceActive
InputForceDrop
InputForceFire
InputForceInactive
InputForceInteractionWithNPC
InputForceNPCOff
InputForceNPCToActBusy
InputForcePhysicsGrabController
InputForcePickup
InputForcePlayerIn
InputForcePlayerOut
InputForceScale
InputForceSpawn
InputForceSpawnAtEntityOrigin
InputForceThisNPCToActBusy
InputForceThisNPCToLeave
InputForceTriggerResponseEvent
InputForceTriggerResponseEventNoCancel
InputForceUpdate
InputForceVMGrabController
InputForgetEntity
InputForgetEntity does not support wildcards\n
InputFreeze
InputFrequency
InputGagDisable
InputGagEnable
InputGameEnd
InputGenerateGameEvent
InputGetCounter
InputGetFMod
InputGetSpeed
InputGetValue
InputGoDown
InputGoUp
InputGotoPathCorner
InputHandBrakeOff
InputHandBrakeOn
InputHideHudHint
InputHideSprite
InputHideViewFinder
InputHideWeapon
InputHolsterAndDestroyWeapon
InputHolsterWeapon
InputHurt
InputIdleRespond
InputIgnite
InputIgniteLifetime
InputIgnoreDangerSounds
InputImpact
InputInPass
InputIncrement
InputIncrementBrushTexIndex
InputInsertSound
InputInsideTransition
InputInstall
InputInterjectResponse
InputKill
InputKillHierarchy
InputKilledNPC
InputLaunchBall
InputLightOff
InputLightOn
InputLock
InputLockOpen
InputLockOrientation
InputLookAllTeams
InputLookAtBlue
InputLookAtOrange
InputMakeGameEndAlly
InputMakeRegularAlly
InputMoveQueueUp
InputMoveToPathNode
InputMoveToPosition
InputMoveToRotationDistance
InputMovieFinished
InputMultiplayerSpawned
InputMultiply
InputNewLocation
InputNoise
InputOnBreak
InputOpen
InputOpenAwayFrom
InputOutsideTransition
InputPaintPlayerWithPortalPaint
InputPanic
InputPass
InputPausePlayback
InputPickRandom
InputPickRandomShuffle
InputPitch
InputPitchShiftPlayback
InputPlayAttach
InputPlayDetach
InputPlayLevelTransitionMovie
InputPlayLock
InputPlayMovie
InputPlayMovieForAllPlayers
InputPlaySound
InputPlayerStartedBlocking
InputPlayerStoppedBlocking
InputPowerdown
InputPreDissolveJoke
InputPress
InputPressIn
InputPressOut
InputProxyRelay1
InputProxyRelay10
InputProxyRelay11
InputProxyRelay12
InputProxyRelay13
InputProxyRelay14
InputProxyRelay15
InputProxyRelay16
InputProxyRelay17
InputProxyRelay18
InputProxyRelay19
InputProxyRelay2
InputProxyRelay20
InputProxyRelay21
InputProxyRelay22
InputProxyRelay23
InputProxyRelay24
InputProxyRelay25
InputProxyRelay26
InputProxyRelay27
InputProxyRelay28
InputProxyRelay29
InputProxyRelay3
InputProxyRelay30
InputProxyRelay4
InputProxyRelay5
InputProxyRelay6
InputProxyRelay7
InputProxyRelay8
InputProxyRelay9
InputRagdoll
InputRandomizeFMod
InputRecharge
InputRefireTime
InputRegisterEntity
InputReleased
InputReload
InputRemove
InputRemoveAllSlides
InputRemoveContext
InputRemoveHealth
InputRemovePaint
InputRemovePlayer
InputRemovePotatosFromPortalgun
InputReset
InputResetGrabControllerBehavior
InputResetGrav
InputResetPlayerStats
InputResetScore
InputResetTimer
InputResize
InputRestoreAmmo
InputResume
InputResumePlayback
InputReturnToEyes
InputReverse
InputReverseFade
InputRevertRelationship
InputRevertToDefaultRelationship
InputRollCredits
InputRollOutroCredits
InputRollPortalOutroCredits
InputRollStatsCrawl
InputRunScript
InputRunScriptFile
InputSave
InputSaveDangerous
InputScriptPlayerDeath
InputSelfDestruct
InputSelfDestructImmediately
InputSetActivatedState
InputSetActive
InputSetAggressiveness
InputSetAllowDiversion
InputSetAllowed
InputSetAmbient
InputSetAmmoModifier
InputSetAngles
InputSetAngularLimit
InputSetAnimation
InputSetAnimationNoReset
InputSetAsActiveSpawn
InputSetAsBouncePainted
InputSetAttached
InputSetAutoExposureMax
InputSetAutoExposureMin
InputSetBlendMode
InputSetBloomExponent
InputSetBloomSaturation
InputSetBloomScale
InputSetBloomScaleRange
InputSetBrushTexIndex
InputSetBusySearchRange
InputSetCamera
InputSetCameraSpace
InputSetCameraViewEntity
InputSetCanShoot
InputSetCharge
InputSetClearOnContact
InputSetColor
InputSetColorLerpTo
InputSetColorSecondary
InputSetColorSecondaryLerpTo
InputSetCompareValue
InputSetCounter
InputSetCurrent
InputSetCycleFrequency
InputSetCycleType
InputSetDamage
InputSetDamageFilter
InputSetDefaultAnimation
InputSetDensity
InputSetDepthBlurFocalDistance
InputSetDepthBlurStrength
InputSetDesiredTimescale
InputSetDirectionalMarker
InputSetDisplayText
InputSetDriversMaxSpeed
InputSetDriversMinSpeed
InputSetDropEnabled
InputSetEnableShadows
InputSetEndDist
InputSetEndDistLerpTo
InputSetEnemyFilter
InputSetExactVelocityChoiceType
InputSetExcluded
InputSetExpressionOverride
InputSetFModAmplitude
InputSetFModRate
InputSetFModTimeOffset
InputSetFModType
InputSetFOV
InputSetFOVBlendTime
InputSetFadeColor
InputSetFadeEndDistance
InputSetFadeInDuration
InputSetFadeOutDuration
InputSetFadeStartDistance
InputSetFadeTime
InputSetFadeToBlackStrength
InputSetFailure
InputSetFarBlurDepth
InputSetFarBlurRadius
InputSetFarFocusDepth
InputSetFarZ
InputSetFilmGrainStrength
InputSetFireRate
InputSetFocusTarget
InputSetFocusTargetRange
InputSetFogController
InputSetForce
InputSetForceClear
InputSetFrequency
InputSetHUDVisibility
InputSetHealth
InputSetHingeFriction
InputSetHitMax
InputSetHitMin
InputSetIdleModifier
InputSetIdleSequence
InputSetInactive
InputSetInterpolationTime
InputSetInvert
InputSetLaunchTarget
InputSetLightColor
InputSetLightOnlyTarget
InputSetLightStyle
InputSetLightWorld
InputSetLightingOrigin
InputSetLightingOriginRelative
InputSetLinearForce
InputSetLinkageGroupId
InputSetLocalAngles
InputSetLocalContrastEdgeStrength
InputSetLocalContrastStrength
InputSetLocalOrigin
InputSetLogoLength
InputSetMagnitude
InputSetMass
InputSetMaxChildren
InputSetMaxDensity
InputSetMaxDensityLerpTo
InputSetMaxLiveChildren
InputSetMaxPieces
InputSetMaxPiecesDX8
InputSetMaxPitch
InputSetMaxRagdollCount
InputSetMaxRange
InputSetMaxSlideTime
InputSetMaxSpeed
InputSetMaxValueNoFire
InputSetMaxYaw
InputSetMeasureReference
InputSetMeasureTarget
InputSetMinHitpointsThreshold
InputSetMinPitch
InputSetMinSlideTime
InputSetMinValueNoFire
InputSetMinYaw
InputSetMinimumSpawnDistance
InputSetModel
InputSetMotionBlurAmount
InputSetMovie
InputSetName
InputSetNearBlurDepth
InputSetNearBlurRadius
InputSetNearFocusDepth
InputSetNearZ
InputSetNextBlendMode
InputSetNextBlendTime
InputSetNextFOV
InputSetNextPathCorner
InputSetNoListRepeats
InputSetOff
InputSetOn
InputSetOnAndTurnOthersOff
InputSetPaint
InputSetParent
InputSetParentAttachment
InputSetParentAttachmentMaintainOffset
InputSetPartner
InputSetPath
InputSetPattern
InputSetPhysicsSpeed
InputSetPlaybackRate
InputSetPlayerSpeed
InputSetPosX
InputSetPosY
InputSetPoseParameterName
InputSetPoseValue
InputSetPosition
InputSetPositionImmediately
InputSetPushDirection
InputSetRechargeTime
InputSetRelationship
InputSetRotationDistance
InputSetScreenBlurStrength
InputSetScrollSpeed
InputSetSequence
InputSetSpawnFrequency
InputSetSpeakerName
InputSetSpeed
InputSetSpeedDir
InputSetSpeedDirAccel
InputSetSpeedModifierRadius
InputSetSpeedModifierSpeed
InputSetSpeedReal
InputSetSpotlightTexture
InputSetSpringConstant
InputSetSpringDamping
InputSetSpringLength
InputSetSquad
InputSetStartDist
InputSetStartDistLerpTo
InputSetStateAFalse
InputSetStateATrue
InputSetStateBFalse
InputSetStateBTrue
InputSetSuccess
InputSetTarget
InputSetTarget1
InputSetTarget2
InputSetTarget3
InputSetTarget4
InputSetTargetAttachment
InputSetTargetDir
InputSetTargetEntity
InputSetTargetEntityName
InputSetTargetPlayer
InputSetTargetPosition
InputSetTargetReference
InputSetTargetScale
InputSetTargetSpeed
InputSetTeam
InputSetText
InputSetTextColor
InputSetTextColor2
InputSetTexture
InputSetTimer
InputSetTimescaleBlendTime
InputSetToggleState
InputSetTonemapRate
InputSetTonemapScale
InputSetTrack
InputSetTrackSpeed
InputSetUMax
InputSetUMin
InputSetUseCustomUVs
InputSetVMax
InputSetVMin
InputSetValue
InputSetValueCompare
InputSetValueNoFire
InputSetValueTest
InputSetVelocity
InputSetVelocityLimitTime
InputSetVignetteBlurStrength
InputSetVignetteEnd
InputSetVignetteStart
InputSetVisibleTime
InputSetWideFOVForSeconds
InputShatter
InputShoot
InputShootFutbol
InputShootGun
InputShowHint
InputShowHudHint
InputShowLogo
InputShowMessage
InputShowSprite
InputShowSurvey
InputShowViewFinder
InputShutdown
InputSilentDissolve
InputSkipStateChanged
InputSleep
InputSocketed
InputSparkOnce
InputSpawnDust
InputSpawnInLine
InputSpawnInRadius
InputSpawnMultiple
InputSpawnNPC
InputSpeakResponseConcept
InputSpeedMod
InputSplash
InputStackSystemVersion001
InputStart
InputStartAnimSequence
InputStartBackward
InputStartBreakableMovement
InputStartCharge
InputStartCommentary
InputStartDischarge
InputStartEffect
InputStartFindingNPCs
InputStartFire
InputStartFiring
InputStartFloatLerp
InputStartFogTransition
InputStartForward
InputStartGame
InputStartLargeFX
InputStartLeading
InputStartMeasuring
InputStartMovement
InputStartOverlay
InputStartPatrol
InputStartPatrolBreakable
InputStartPlayback
InputStartRadgollBoogie
InputStartSchedule
InputStartScripting
InputStartShake
InputStartSmallFX
InputStartSpark
InputStartTalking
InputStartTilt
InputStartTouch
InputStartUnstoppableCommentary
InputSteering
InputStop
InputStopAtStartPos
InputStopBreakableMovement
InputStopEffect
InputStopEndCap
InputStopFindingNPCs
InputStopFiring
InputStopLeading
InputStopMeasuring
InputStopOverlay
InputStopPatrol
InputStopSchedule
InputStopScripting
InputStopShake
InputStopSound
InputStopSpark
InputStopTilt
InputStopWaitingForActor
InputStrikeOnce
InputStripWeapons
InputStripWeaponsAndSuit
InputSubtract
InputSubtractFromTimer
InputSwitchOverlay
InputSystemVersion001
InputTakeOverAsMaster
InputTargetEntity
InputTargetPlayer
InputTargeted
InputTeleport
InputTeleportEntity
InputTeleportPlayerToProxy
InputTeleportToCurrentPos
InputTeleportToPathNode
InputTeleportToView
InputTest
InputTestActivator
InputTestWithInterval
InputThrottle
InputToggle
InputToggleAlternatePath
InputToggleDirection
InputToggleEnabled
InputTogglePath
InputToggleSound
InputToggleSpark
InputToggleSprite
InputToggleStateA
InputToggleStateB
InputToggleTest
InputTouchTest
InputTrigger
InputTriggerEvent
InputTriggerResponseEvent
InputTurnOff
InputTurnOffDisplay
InputTurnOn
InputTurnOnDisplay
InputUnZoom
InputUnblockNav
InputUncheck
InputUnholsterWeapon
InputUnlock
InputUnlockOrientation
InputUpdateActors
InputUpdateEnemyMemory
InputUpdateStats
InputUse
InputUseAttachmentEyes
InputUseDefaultAutoExposure
InputUseDefaultBloomScale
InputValue
InputViewPunch
InputViewlock
InputVolume
InputWake
InputWidth
InputZoom
Input_OnLogicBranchChanged
Input_OnLogicBranchRemoved
InsertSound
Inserted %s with no model\n
Inside exclude zones.
InsideTransition
Install
InstancedAutoGeneratedSoundScene:  Expecting non-NULL pActor for sound %s\n
InstancedResponseSystem
InstancedScriptedScene
Instructor.ImportantLessonStart
Instructor.LessonStart
Integer out of range.
IntegerValue
Intensity
InteractivePowerDown
InterjectResponse
Interpenetrating entities! (%s and %s)\n
InterpolationTime
InterpolationWrap
Interrupts
IntervalTimer
Intr: %s (%s)\n
Invalid State for SelectSchedule!\n
Invalid aggressiveness value %d\n
Invalid area in visible set for area #%d\n
Invalid attach type specified for particle_test in cvar 'particle_test_attach_mode.\n
Invalid attribute specified in item. '%s' could not be found in attributes definition file.\n
Invalid control characters encountered in text.
Invalid directory size %d for %s\n
Invalid entity search name %s\n
Invalid escape sequence in string literal.
Invalid file descriptor data passed to EncodedDescriptorDatabase::Add().
Invalid file id for %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 hint type specified. Format: ai_drop_hint <hint type>\nValid hint types:\n
Invalid index passed to CStudioHdr(%s)::GroupStudioHdr(): %d [%d]\n
Invalid map '%s' included in map cycle file. Ignored.\n
Invalid message set extension.
Invalid nav file for %s\n
Invalid node
Invalid power or hasn't been added to PowerTypeToString() in paint_power_info.cpp
Invalid proto descriptor for file "
Invalid sequence number (%d)!!!\n
Invalid starting amplitude value in envelope!  (Cannot be -1)\n
Invalid starting duration value in envelope! (Cannot be -1)\n
Invalid state or hasn't been added to PowerStateToString() in paint_power_info.cpp
Invalid strings::Substitute() format string: "
Invalid symbol name: 
Invalid target entity!\n
Invalid value for boolean field "
Invalid wire type for CPPTYPE_INT32: 
Invalid wire type for CPPTYPE_INT64: 
Invalid wire type for CPPTYPE_MESSAGE: 
Invalid wire type for CPPTYPE_UINT32: 
Invalid wire type for CPPTYPE_UINT64: 
Invalidate
InventoryFlash
InvertAllow
Is a timer
Is not a timer
Is playing entry
Is this a multiplayer game?
Is waiting for BeingSequence
IsActive
IsBranchComplete
IsChecked
IsConnected called with invalid node IDs!\n
IsEnabled
IsKeyEmpty
IsLevelComplete
IsLocalSplitScreen
IsMultiplayer
IsNoclipping
IsPaused
IsPc
IsPlayerBranchComplete
IsPlayerLevelComplete
IsPlayerSpeaking
IsPlayingBack
IsSequenceFinished
IsSpeaking() %f\n
IsTimed
IsTimer
IsTransparent
Item %s fell out of level at %f,%f,%f\n
Item %s: Armory remap definition "%s" was not found
Item %s: Store remap definition "%s" was not found
Item Set %s: Bundle definition "%s" was not found
Item definition %s: "max_ilevel" must be greater than or equal to 0
Item definition %s: "min_ilevel" must be greater than or equal to 0
Item definition %s: Duplicate name on index %d
Item definition %s: Missing required field "item_class"
Item definition %s: Missing required field "name"
Item definition %s: Unable to find equip region mask for region named "%s"
Item definition index %d in achievement reward %s was not found
Item definition index %d must be greater than or equal to zero
Item has been taken
Item has moved!\n
Item no longer available!\n
Item set %s: Item definition "%s" was not found
Item.Materialize
ItemDeselected
ItemPickup
ItemSelected
ItemSoda.Bounce
ItemTouch
Items
J$fffff.
J03J83B4\t
J09O\f
J0@9
JD 9
JD@9
JHC;X
JHt\v
JL@9
JUMP
JUMP 
JetLength
Jfff.
Jl;JH
Job %s attempted to pause even though pauses were disabled\n
Job %s trying to release lock %s at %s(%d) it's not holding\n
Job %s trying to release lock %s at %s(%d) though the lock is held by %s\n
Job of type %s held lock for %.2f seconds while job of type %s was waiting\n
Job of type %s held lock for %.2f seconds\n
Job passed lock it wasn't waiting for. Job: %s, Lock: %s %s(%d), Paused for %s, Waiting on %s\n
Jobs/Coroutines
Jt~Af9
Jump
Jump Helper Powers
Jump Override
Jump landed\n
Jump start\n
Jump stop\n
Jump stuck\n
JumpLand.HighVelocityImpact
JumpLand.HighVelocityImpactCeiling
K,;C0
K,;C0}i
K,;C0}p
K,;C0}r
K,;C0}u
KC;_X
KP 9
KV Conditional Evaluation Error
KXtN9
K\fAff.
K\fAffffff.
KeyCodePressed
KeyCodeReleased
KeyCodeTyped
KeyFocusTicked
KeyHintText
KeyModeSet
KeyPair
KeyTyped
KeyValueFromFloat
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.
Kfff.
Kffff.
Kh;Kl
Kill
KillBeam
KillFocus
KillHierarchy
KillPlayerAttachments
KillTarget: %s\n
KillThink
KillWeapons
KilledNPC
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 given NPC(s)\nArguments:   \t{npc_name} / {npc_class_name} / no argument picks what player is looking at
Kills the player with explosive damage
Kills the player with generic damage
Kochanek-Bartels
Kochanek-Bartels Early
Kochanek-Bartels Late
L0\fk
L0\nf
L2\ff9
L7\f9
L8(Cf
L8\f1
L8\f9
L8\f;N
L8\ff
L9\f1
L>333?
L?333?8SendProp
LABEL_OPTIONAL
LABEL_REPEATED
LABEL_REQUIRED
LARGE_CENTERED_HULL
LARGE_HULL
LEVEL DESIGN ERROR: Divide by zero in math_value\n
LEVEL DESIGN ERROR: Entity %s is parented to itself!\n
LEVEL DESIGN ERROR: Sprite %s with bad scale %f [0..%f]\n
LFT_Gun1_Muzzle
LFT_Gun2_Muzzle
LIFE_DURATION
LINUX
LOCKED
LOCKED.
LOCKED_HINT
LOGDIR
LOWVIOLENCE
Label
Label.BgColor
Label.DisabledFgColor1
Label.DisabledFgColor2
Label.SelectedTextColor
Label.TextBrightColor
Label.TextColor
Label.TextDullColor
LabelChanged
Ladder #%d (Team %s)\n
Ladder #%d\n
LagCompensate
Landmark name '%s' too long (32 chars)\n
Language
LanguageMenu
Large Funnel
Laser tank with no env_laser!\n
Laser.BeamLoop
LaserGreen.BeamLoop
LaserTarget
Late jump off of %s!\n
Late precache of %s (file missing?)\n
Late precache of %s, need to rebuild modelsounds.cache\n
Late precache of %s\n
Launch target: %s
LaunchBall
LaunchSpeed
LaunchThink
Layer %s: Weight: %.2f, Cycle: %.2f
Lead goal entity activated for an NPC that doesn't have the lead behavior\n
LeadDistance
LeadDuringCombat
LeadTarget
Leader.
LeaveTarget
LeechThink
Length: %3.2f
LethalDamage
LevelInitPreEntity - PreCache - Finish
LevelInitPreEntity - PreCache - Start
Lfff.
Lffff.
Lfffff.
Lifespan Decay
Lifespan from distance to world
Lifetime Pre-Age Noise
Lifetime Random
Lifetime from Time to Impact
LifetimeMax
LifetimeMin
LightColor
LightOff
LightOn
LightOnlyTarget
LightStyles
LightWorld
LightingOrigin
LightingOriginHack
LightningEnd
LightningStart
Like ai_disable but you manually specify the state (with a 0 or 1) instead of toggling it.
Line
Linear Interp.
LinkageGroupID
Links
ListImage
ListPanel
ListPanel.BgColor
ListPanel.DisabledSelectedTextColor
ListPanel.DisabledTextColor
ListPanel.EmptyListInfoTextColor
ListPanel.SelectedBgColor
ListPanel.SelectedOutOfFocusBgColor
ListPanel.SelectedTextColor
ListPanel.TextBgColor
ListPanel.TextColor
ListViewItem
ListViewItemSelected
ListViewPanel
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
Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.
LoadAllSchedules
LoadAlternativeModels
LoadFromBuffer: missing {
LoadSceneFromString
LoadThink
Loading stats from '%s'\n
Loads the Navigation Mesh for the current map.
LocalActiveWeaponData
LocalWeaponData
Localization
Localize_001
Lock
LockOpen
LockOrientation
Locked
LockingThink
Locks a taunt and removes it from the gesture wheel.
Locks all available taunts and removes them from the gesture wheel.
LogoTimeMsg
Look ahead time for long jump helper. This assumes constant velocity and samples ahead in discrete chunks of time. Use paint_power_look_ahead_sample_density to adjust how many samples are taken over a given distance.
LookAllTeams
LookAtBlue
LookAtOrange
LookAtPlayerPings
LookTime
LookupActivity
LookupAttachment
LookupSequence
LoopSinglePlayerMaps
Loot list %s: Item definition "%s" was not found
Loot list %s: Item definition index "%s" (%d) was not found
Lost enemy because we're flagged efficient\n
LowPriority
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.
Lower threshold velocity: %.2f
LowerRandomBound
Lowered %d areas\n
M,fffff.
M10CAI_Senses
MATCHFRAMEWORK_001
MDLCache004
MDt!
MEDIUMBIG_HULL
MEDIUM_HULL
MEDIUM_TALL_HULL
MELEE
MEMORY LEAK: adding surface paint powers in a level with no paintmaps.\n
MGiI
MISC
MISSING CLASS in ClassifyText()
MP.complete.
MP.complete.%s
MP.complete.mp_coop_start
MPAllTauntsLocked
MPMapCompleted
MPMapCompletedData
MPMapIncomplete
MPTauntEarned
MPTauntLocked
MPTauntUnlocked
MPVSGameOver
MPVSGameStart
MPVSRoundEnd
MUTTER
M\f9HT}
M\f9K$u8
M\f9K(u8
M\f9K,u8
M\f9K0u3
M\f9L>
M\f9M
M\fF9q
M\fF9q\f
M\fffffff.
M\fkU
M\ftNf
M\ftSf
M\ftUf
M\ft\f
M\ft\n1
M\fth
M\ftx
M\fug
M\fuszq
M\f~B1
Magnitude
Magnitude of physics force for an exploding futbol
Magnitude of physics force for an hot potato
Magnitude: %3.2f
Main: %s, Cycle: %.2f\n
MainSoundscapeName
MaintainActivity %s : %s:%s -> %s:%s\n
Make props solid to nav generation/editing
MakeGameEndAlly
MakeRegularAlly
MakerThink
ManhackCut
ManhackSparks
ManualAccelSpeed
ManualDecelSpeed
ManualSpeedChanges
Map Bug:  %s has SpotLightWidth %f > %f, clamping value\n
Map has no trigger_transition volumes for landmark %s\n
Map name '%s' too long (32 chars)\n
Map uses %d place names:\n
MapCameras
MapEntity_ParseAllEntities
MapEntity_ParseAllEntities: found %s when expecting {
MapEntity_ParseAllEntities_Activate
MapEntity_ParseAllEntities_Spawn
MapEntity_ParseAllEntities_SpawnTemplates
MapEntity_ParseAllEntities_SpawnTransients
MapEntity_ParseAllEntities_SpawnWorld
MapID
MapPlayOrder
MapsCompleted
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.
MarkMapComplete
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
Marks a maps a complete for both players.
Marks all levels as complete in the save file.
Marks all levels as incomplete in the save file.
Marks all levels in a branch as complete in the save file.
Marks the Area or Ladder under the cursor for manipulation by subsequent editing commands.
Marlett
MarlettSmall
Mass: %.2f kg / %.2f lb (%s)
Master was null or not a master!\n
MatSystemSurface006
Match Particle Velocities
MatchLinkedAngles
Matched rule '%s', 
Material
Material %s used by particle systems cannot use proxies!\n
MaterialSystemHardwareConfig013
Materialize
MaterializeThink
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 SETMAXVALUENOFIRE because it is disabled\n
Math Counter %s ignoring SETMAXVALUENOFIRE because the value is less than the Minimum Value!\n
Math Counter %s ignoring SETMINVALUENOFIRE because it is disabled\n
Math Counter %s ignoring SETMINVALUENOFIRE because the value is greater than the Maximum Value!\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 Velocity
Max area size created in nav generation
Max distance to move our hit-target if there's a portal nearby it
Max view roll angle
MaxAnimTime
MaxDelay
MaxDist
MaxDrawDistance
MaxLiveChildren
MaxNPCCount
MaxRagdollCount
MaxRange
MaxSearchDist
MaxTimeout
Maximize
Maximum amount of force applied to physics objects by players.
Maximum correction amount per wall bounce
Maximum frametime to still play background expressions.
Maximum lag compensation in seconds
Maximum number of damage effects an entity can have.
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.
Maximum time that we wait in the transition loading screen after we fully loaded for partner to start loading.
Maximum time that we wait in the transition loading screen for the other player.
MaximumState
Maximun Proxy Messages used - ask a programmer for more.\n
May not have cleaned up on NPC death\n
MbP?
MeasureReference
MeasureTarget
MeasureThink
MeasureType
Medium
MeleeWeapon
Memory
Memory leak: mempool blocks left in memory: %d\n
Menu
Menu.ArmedBgColor
Menu.ArmedTextColor
Menu.BgColor
Menu.SeparatorColor
Menu.TextColor
Menu.TextInset
MenuBar
MenuBar.BgColor
MenuBorder
MenuButton
MenuClose
MenuItem
MenuItemHighlight
MenuItemSelected
MenuScrollBar
MenuSeparator
Merges a saved selected set into the current mesh.
Merging changes for global: %s\n
Merging navigation areas...\n
MeshSystem001
Message %s arrived responding to job %lld which no longer exists, dropping message\n
Message '%s' not handled by panel '%s'\n
Message '%s', sent to '%s', has an invalid parameter type\n
Message '%s', sent to '%s', has invalid parameter types\n
Message class "
Message missing required fields: 
Message of type "
Message type "
MessageBox
MessageBoxText
MessageOptions
MessageSets cannot have fields, only extensions.
Messages can't have default values!
Messages can't have default values.
Metal Sparks
Metal.Large
Metal.Medium
Metal.SawbladeStick
Metal.Small
MetalChunks
MetalPanelChunks
MethodDescriptorProto
Mffff.
Microphone %s set dsp_speaker to %d.\n
MinAnimTime
MinDist
MinHitPointsToCommit
MinLifeAfterPortal
MinSearchDist
MinSpawnDistance
MinTimeout
Minimize
MinimizeToSysTray
Minimum distance from player for held objects (used by viewmodel held objects).
Minimum size of pushback objects
Minimum stopping speed when on ground.
MinimumHitPoints
MinimumState
MirrorSurface_Attach
MissileTouch
Missing caption for %s\n
Missing field: FileDescriptorProto.name.
Missing name.
Missing nav file for %s\n
MissingWeaponConceptModifier
Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n
Model: %s\n
Model:%s
ModelIndex
ModelPath
ModelScale
ModelSkin
Models/weapons/flare.mdl
ModifyLinks
ModifySpeed
Module %s is a debug build\n
Motion Disabled
MouseCaptureLost
MouseDoublePressed
MouseFocusTicked
MousePressed
MouseReleased
MouseTriplePressed
MouseWheeled
Move
Move Hammer's 3D view to the same position as the engine's 3D view.
Move command amount before breaking player out of toggle zoom.
Move entity to position
Move goal with no route!\n
Move player to an exact specified origin (must have sv_cheats).
Move player to specified origin (must have sv_cheats).
Move requested with no route!\n
Move specified player to specified origin (must have sv_cheats).
MoveDistance
MovePingSound
MoveQueueUp
MoveQueueUpThink
MoveScrollBar
MoveScrollBarDirect
MoveSound
MoveSoundMaxPitch
MoveSoundMaxTime
MoveSoundMinPitch
MoveSoundMinTime
MoveSpeed
MoveToPathNode
MoveToPosition
MoveToRotationDistance
MoveType
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
MovementThink
Moves the box forward when looking down (viewmodel held object only.
Moveto: Custom move to Mark
Moveto: Run to Mark
Moveto: Teleport to Mark
Moveto: Wait
Moveto: Wait Facing
Moveto: Walk to Mark
MovieExplosion
MovieFilename
Movies
Moving brush intersected portal plane.\n
Moving drop position out of player's box, move dir: %f %f %f move length %f\n
MovingSound
MovingSoundThink
MultiSrc: Used by non member %s.\n
MultiTouch
MultiWaitOver
MultiplayerSpawned
Multiple definitions for criteria '%s' [%d]\n
Multiple extension registrations for type "
Multiply
Multiplying error due to portals
Multiplying error from obstruction
Multisource %s enabled (%d inputs)\n
MutableMessage
MutableRepeatedMessage
MuzzleFlash
N G9
N$G9
N(G9
N,;F0
N,;F0}w
N,G9
N11CBaseEntity22NetworkVar_m_CollisionE
N11CBasePlayer13NetworkVar_plE
N11CBasePlayer18NetworkVar_m_LocalE
N11CBasePlayer22NetworkVar_m_PlayerFogE
N11CEconEntity29NetworkVar_m_AttributeManagerE
N12_GLOBAL__N_115ScrollBarButtonE
N12_GLOBAL__N_116CaptionGripPanelE
N12_GLOBAL__N_121CPlayerInfoManager_V1E
N12_GLOBAL__N_121IPlayerInfoManager_V1E
N12_GLOBAL__N_19GripPanelE
N13CEconItemView26NetworkVar_m_AttributeListE
N13ResponseRules15CResponseSystemE
N13ResponseRules15IEngineEmulatorE
N13ResponseRules15IResponseFilterE
N13ResponseRules15IResponseSystemE
N13sky3dparams_t14NetworkVar_fogE
N14CFogController16NetworkVar_m_fogE
N14CPortal_Base2D28NetworkVar_m_PortalSimulatorE
N14CPortal_Player19NetworkVar_m_SharedE
N14CPortal_Player24NetworkVar_m_PortalLocalE
N14CPortal_Player27NetworkVar_m_StatsThisLevelE
N16CPlayerLocalData18NetworkVar_m_audioE
N16CPlayerLocalData21NetworkVar_m_skybox3dE
N16CPlayerLocalData22NetworkVar_m_PlayerFogE
N16CPortalSimulator25NetworkVar_m_InternalDataE
N16IGameStatTracker13CGameStatListI11SMPMapStatsEE
N16IGameStatTracker13CGameStatListI11SPortalDataEE
N16IGameStatTracker13CGameStatListI11SPuzzleDataEE
N16IGameStatTracker13CGameStatListI12SFizzledDataEE
N16IGameStatTracker13CGameStatListI13SCatapultDataEE
N16IGameStatTracker13CGameStatListI13SStuckPlayersEE
N16IGameStatTracker13CGameStatListI16STractorBeamDataEE
N16IGameStatTracker13CGameStatListI7SDeathsEE
N16IGameStatTracker13CGameStatListI7STauntsEE
N16IGameStatTracker14IStatContainerE
N16spraycanPrecache18CResourcePrecacherE
N17PS_InternalData_t21NetworkVar_SimulationE
N19CAttributeContainer17NetworkVar_m_ItemE
N19entityflamePrecache18CResourcePrecacherE
N19vgui_screenPrecache18CResourcePrecacherE
N20CEntityParticleTrail17NetworkVar_m_InfoE
N21wearable_itemPrecache18CResourcePrecacherE
N22CItemSelectionCriteria10CConditionE
N22CItemSelectionCriteria13CSetConditionE
N22CItemSelectionCriteria15CFloatConditionE
N22CItemSelectionCriteria16CStringConditionE
N22CPortalPlayerLocalData30NetworkVar_m_PaintedPowerTimerE
N22ClientPrecachePrecache18CResourcePrecacherE
N23EffectsPrecachePrecache18CResourcePrecacherE
N23WeaponResourcesPrecache18CResourcePrecacherE
N24weapon_portalgunPrecache18CResourcePrecacherE
N25CPropVehicleChoreoGeneric24NetworkVar_m_vehicleViewE
N26ClientGamePrecachePrecache18CResourcePrecacherE
N26PhysFrictionEffectPrecache18CResourcePrecacherE
N27env_entity_freezingPrecache18CResourcePrecacherE
N2RR15CToggleOperatorE
N2RR18CDecrementOperatorE
N2RR18CIncrementOperatorE
N31weapon_promo_helmet_eggPrecache18CResourcePrecacherE
N32weapon_promo_antenna_eggPrecache18CResourcePrecacherE
N32weapon_promo_helmet_ballPrecache18CResourcePrecacherE
N33weapon_promo_antenna_ballPrecache18CResourcePrecacherE
N35PrecachePointCommentaryNodePrecache18CResourcePrecacherE
N49~<tA
N4vgui10BuildGroupE
N4vgui10ClickPanelE
N4vgui10GraphPanelE
N4vgui10ImagePanelE
N4vgui10MenuButtonE
N4vgui10MessageBoxE
N4vgui11BaseTooltipE
N4vgui11CheckButtonE
N4vgui11FrameButtonE
N4vgui11ProgressBarE
N4vgui11RadioButtonE
N4vgui11TextTooltipE
N4vgui12ExpandButtonE
N4vgui12IClientPanelE
N4vgui12ListViewItemE
N4vgui12ToggleButtonE
N4vgui12TreeNodeTextE
N4vgui13EditablePanelE
N4vgui13FocusNavGroupE
N4vgui13ListViewPanelE
N4vgui13MenuSeparatorE
N4vgui13TreeNodeImageE
N4vgui14ComboBoxButtonE
N4vgui14PanelListPanelE
N4vgui15BuildModeDialogE
N4vgui15ScrollBarSliderE
N4vgui16RichTextInteriorE
N4vgui16TreeViewSubPanelE
N4vgui17CBitmapImagePanelE
N4vgui17FrameSystemButtonE
N4vgui17TreeNodeDropPanelE
N4vgui18ScalableImagePanelE
N4vgui19AnimatingImagePanelE
N4vgui19AnimationControllerE
N4vgui19CircularProgressBarE
N4vgui20CTreeViewListControlE
N4vgui21ContinuousProgressBarE
N4vgui21CvarToggleCheckButtonI9ConVarRefEE
N4vgui32IPanelAnimationPropertyConverterE
N4vgui4MenuE
N4vgui5FrameE
N4vgui5ImageE
N4vgui5LabelE
N4vgui5PanelE
N4vgui6ButtonE
N4vgui6IImageE
N4vgui7DividerE
N4vgui7MenuBarE
N4vgui8ComboBoxE
N4vgui8MenuItemE
N4vgui8RichTextE
N4vgui8TreeNodeE
N4vgui8TreeViewE
N4vgui8URLLabelE
N4vgui9ListPanelE
N4vgui9ScrollBarE
N4vgui9TextEntryE
N4vgui9TextImageE
N5GCSDK10CMsgBase_tINS_12GCMsgHdrEx_tEEE
N5GCSDK12CGCClientJobE
N5GCSDK12CProtoBufMsgI15CMsgConVarValueEE
N5GCSDK12CProtoBufMsgI18CMsgSOSingleObjectEE
N5GCSDK12CProtoBufMsgI20CMsgReplicateConVarsEE
N5GCSDK12CProtoBufMsgI20CMsgUpdateItemSchemaEE
N5GCSDK12CProtoBufMsgI21CMsgSOCacheSubscribedEE
N5GCSDK12CProtoBufMsgI21CMsgSOMultipleObjectsEE
N5GCSDK12CProtoBufMsgI23CMsgSOCacheUnsubscribedEE
N5GCSDK12CProtoBufMsgI25CMsgRequestItemSchemaDataEE
N5GCSDK12CProtoBufMsgI28CMsgSOCacheSubscriptionCheckEE
N5GCSDK12CProtoBufMsgI30CMsgSOCacheSubscriptionRefreshEE
N5GCSDK12IProtoBufMsg20IProtoBufSendHandlerE
N5GCSDK12IProtoBufMsgE
N5GCSDK13CSharedObjectE
N5GCSDK13IMsgNetPacketE
N5GCSDK14CGCSOCreateJobE
N5GCSDK14CGCSOUpdateJobE
N5GCSDK15CGCSODestroyJobE
N5GCSDK16CStructNetPacketE
N5GCSDK18CProtoBufNetPacketE
N5GCSDK18CSharedObjectCacheE
N5GCSDK21ISharedObjectListenerE
N5GCSDK22CGCSOUpdateMultipleJobE
N5GCSDK22CProtoBufMsgMemoryPoolI15CMsgConVarValueEE
N5GCSDK22CProtoBufMsgMemoryPoolI18CMsgProtoBufHeaderEE
N5GCSDK22CProtoBufMsgMemoryPoolI18CMsgSOSingleObjectEE
N5GCSDK22CProtoBufMsgMemoryPoolI20CMsgReplicateConVarsEE
N5GCSDK22CProtoBufMsgMemoryPoolI20CMsgUpdateItemSchemaEE
N5GCSDK22CProtoBufMsgMemoryPoolI21CMsgSOCacheSubscribedEE
N5GCSDK22CProtoBufMsgMemoryPoolI21CMsgSOMultipleObjectsEE
N5GCSDK22CProtoBufMsgMemoryPoolI23CMsgSOCacheUnsubscribedEE
N5GCSDK22CProtoBufMsgMemoryPoolI25CMsgRequestItemSchemaDataEE
N5GCSDK22CProtoBufMsgMemoryPoolI28CMsgSOCacheSubscriptionCheckEE
N5GCSDK22CProtoBufMsgMemoryPoolI30CMsgSOCacheSubscriptionRefreshEE
N5GCSDK22CSharedObjectTypeCacheE
N5GCSDK22IProtoBufMsgMemoryPoolE
N5GCSDK23CGCSOCacheSubscribedJobE
N5GCSDK25CGCSOCacheUnsubscribedJobE
N5GCSDK26CGCClientSharedObjectCacheE
N5GCSDK27CGCSOCacheSubscriptionCheckE
N5GCSDK28CProtoBufGCClientSendHandlerE
N5GCSDK30CGCClientSharedObjectTypeCacheE
N5GCSDK6CGCMsgI30MsgGCVerifyCacheSubscription_tEE
N5GCSDK9CGCClientE
N5GCSDK9CRefCountE
N6google8protobuf10ReflectionE
N6google8protobuf10TextFormat6Parser10ParserImpl20ParserErrorCollectorE
N6google8protobuf11EnumOptionsE
N6google8protobuf11FileOptionsE
N6google8protobuf11MessageLiteE
N6google8protobuf12FieldOptionsE
N6google8protobuf13MethodOptionsE
N6google8protobuf14DescriptorPool14ErrorCollectorE
N6google8protobuf14MessageFactoryE
N6google8protobuf14MessageOptionsE
N6google8protobuf14ServiceOptionsE
N6google8protobuf15DescriptorProtoE
N6google8protobuf16EnumValueOptionsE
N6google8protobuf17FileDescriptorSetE
N6google8protobuf18DescriptorDatabaseE
N6google8protobuf19EnumDescriptorProtoE
N6google8protobuf19FileDescriptorProtoE
N6google8protobuf19UninterpretedOptionE
N6google8protobuf20FieldDescriptorProtoE
N6google8protobuf21MethodDescriptorProtoE
N6google8protobuf22DescriptorPoolDatabaseE
N6google8protobuf22ServiceDescriptorProtoE
N6google8protobuf24EnumValueDescriptorProtoE
N6google8protobuf24MergedDescriptorDatabaseE
N6google8protobuf24SimpleDescriptorDatabaseE
N6google8protobuf25EncodedDescriptorDatabaseE
N6google8protobuf28UninterpretedOption_NamePartE
N6google8protobuf2io14ErrorCollectorE
N6google8protobuf2io15FileInputStream22CopyingFileInputStreamE
N6google8protobuf2io15FileInputStreamE
N6google8protobuf2io16ArrayInputStreamE
N6google8protobuf2io16FileOutputStream23CopyingFileOutputStreamE
N6google8protobuf2io16FileOutputStreamE
N6google8protobuf2io17ArrayOutputStreamE
N6google8protobuf2io18CopyingInputStreamE
N6google8protobuf2io18IstreamInputStream25CopyingIstreamInputStreamE
N6google8protobuf2io18IstreamInputStreamE
N6google8protobuf2io18StringOutputStreamE
N6google8protobuf2io19CopyingOutputStreamE
N6google8protobuf2io19LimitingInputStreamE
N6google8protobuf2io19OstreamOutputStream26CopyingOstreamOutputStreamE
N6google8protobuf2io19OstreamOutputStreamE
N6google8protobuf2io19ZeroCopyInputStreamE
N6google8protobuf2io20ZeroCopyOutputStreamE
N6google8protobuf2io24ConcatenatingInputStreamE
N6google8protobuf2io25CopyingInputStreamAdaptorE
N6google8protobuf2io26CopyingOutputStreamAdaptorE
N6google8protobuf30DescriptorProto_ExtensionRangeE
N6google8protobuf42_GLOBAL__N__ZN6google8protobuf7MessageD2Ev23GeneratedMessageFactoryE
N6google8protobuf7ClosureE
N6google8protobuf7MessageE
N6google8protobuf8internal12FieldSkipperE
N6google8protobuf8internal15ExtensionFinderE
N6google8protobuf8internal16FunctionClosure0E
N6google8protobuf8internal24GeneratedExtensionFinderE
N6google8protobuf8internal26GeneratedMessageReflectionE
N6google8protobuf8internal27UnknownFieldSetFieldSkipperE
N6google8protobuf8internal29DescriptorPoolExtensionFinderE
N6t?f
N8;O8|
N9u\fs\r
N@333333
N@G9
NAV IGNORE
NCHEM
NCON
NDG9
NDebugOverlay::Box
NDebugOverlay::Line
NERVEGAS
NEVERGIB
NFIRE
NHG9
NO HOSTAGES 
NONE
NORMAL
NOTHELD
NO_HOSTAGES
NO_JUMP
NO_JUMP 
NO_MERGE
NPC %s failed to stop properly, slamming activity\n
NPC %s stuck in wall--level design error at (%.2f %.2f %.2f)\n
NPC %s(%s) left actbusy without playing exit anim.\n
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 Not in hint's FOV
NPC appears stuck turning. Proceeding.\n
NPC doesn't know how to handle that type.
NPC is not within the node's radius.
NPC not in correct state.
NPC per tick is %d [%d] (tick %d, frame %d)\n
NPC w/no reachable nodes!
NPC: %s canceled running script %s due to behavior change\n
NPC: %s canceled script %s without playing, due to behavior change\n
NPCEVENTRESPONSE: (%.2f) Event '%s' responded to by NPC '%s'. Refire available at: %.2f\n
NPCEVENTRESPONSE: (%.2f) Removing expired event named: %s\n
NPCEVENTRESPONSE: (%.2f) Removing expired fired event named: %s\n
NPCEVENTRESPONSE: (%.2f) Trigger fired for event named: %s\n
NPCEVENTRESPONSE: (%.2f) Trigger resetting already-active event firing named: %s\n
NPCHintGroup
NPCInitThink
NPCSquadName
NPCTargetname
NPCType
NPCUse
NPC_CScanner.DiveBombFlyby
NPC_CombineBall.Explosion
NPC_CombineBall.HoldingInPhysCannon
NPC_CombineBall.Impact
NPC_CombineBall.KillImpact
NPC_CombineBall.Launch
NPC_CombineBall.WhizFlyby
NPC_CombineBall_Episodic.Explosion
NPC_CombineBall_Episodic.HoldingInPhysCannon
NPC_CombineBall_Episodic.Impact
NPC_CombineBall_Episodic.WhizFlyby
NPC_CombineS
NPC_Combine_Cannon.FireBullet
NPC_FloorTurret.Activate
NPC_FloorTurret.Alarm
NPC_FloorTurret.AlarmPing
NPC_FloorTurret.Alert
NPC_FloorTurret.Deploy
NPC_FloorTurret.DeployingKlaxon
NPC_FloorTurret.Destruct
NPC_FloorTurret.Die
NPC_FloorTurret.DryFire
NPC_FloorTurret.LockedBeep
NPC_FloorTurret.Ping
NPC_FloorTurret.Retire
NPC_FloorTurret.Retract
NPC_FloorTurret.RocketFire
NPC_FloorTurret.RocketFlyLoop
NPC_FloorTurret.ShotSounds
NPC_FloorTurret.TalkActive
NPC_FloorTurret.TalkAutosearch
NPC_FloorTurret.TalkBurned
NPC_FloorTurret.TalkCollide
NPC_FloorTurret.TalkDeploy
NPC_FloorTurret.TalkDisabled
NPC_FloorTurret.TalkDissolved
NPC_FloorTurret.TalkFlung
NPC_FloorTurret.TalkPickup
NPC_FloorTurret.TalkRetire
NPC_FloorTurret.TalkSearch
NPC_FloorTurret.TalkShotAt
NPC_FloorTurret.TalkStartBurning
NPC_FloorTurret.TalkTipped
NPC_HoverTurret.Snap
NPC_HoverTurret.TalkActive
NPC_HoverTurret.TalkDissolved
NPC_HoverTurret.TalkPickup
NPC_HoverTurret.TalkSearch
NPC_RocketTurret.LockingBeep
NPC_STATE IS NONE!\n
NPC_SecurityCamera.Alert
NPC_TripwireTurret.LockedBeep
NPC_TripwireTurret.LockingBeep
NPC_TripwireTurret.Reload
NPC_human_grunt
NPCs
NPCs over this distance from the player won't attempt to speak.
NPCs will freeze after completing their current task.  To complete the next task, use 'ai_step' again.  To resume processing normally use 'ai_resume'
NPG9
NRAD
NULL
NULL Ent in CreateWindowPane!\n
NULL Ent in GiveNamedItem!\n
NULL Ent in NPCMaker!\n
NULL Ent in UTIL_PrecacheOther\n
NULL entity in global entity list!\n
N\fG9
N\fffff.
N\uQ
N`G9
Name
Name of the .txt file used to cycle the maps on multiplayer servers 
Name of the particle system to dynamically spawn
Name,Date,Level,Completed Level,Start Time,End Time, Elapsed Time(seconds), Portals Fired, Steps Taken, Deaths\n
NamePart
Nav Selected Set
Nav complete\n
Nav failed\n
NavContext
NavEndArea: Out of memory\n
NavMesh Visibility List Lengths:  min = %d, avg = %d, max = %d\n
NavPlace.db
NavThink
Navigation map '%s' saved.\n
NearestEntityDistance
NearestPath
Need space between identifier and decimal point.
Need space between number and identifier.
Needs a radius\n
Negated
NetMsg: %s
NetMsg: Unknown %d
NetworkSystemVersion001
Networking
NeverSayHello
New Goal\n
New Task
New distribution is:\n
New goal set:\n
NewControls
NewHintGroup
NewLevelUnit
NewLocation
NewSkins
Next
Next: %s
Next: -NONE-
NextBot
NextChild
NextKey
NextMovePeer
Nfff.
Nfffff.
Nh;Hh
No %s file found. May be unable to create items.\n
No %s found.\n
No AI Network to Use
No Fog Volume found at given position (%f %f %f)
No Hintnode specified
No Host Name
No Landmark:%s\n
No Map Name
No RunTask entry for %s\n
No Schedule, 
No Server Address
No Sound!
No StartTask entry for %s\n
No Target
No appropriate sequence for arrival activity %s (%d)\n
No appropriate sequence for movement activity %s (%d)\n
No area with id %d\n
No bot with name %s\n
No conversion from %s to float now\n
No conversion to string
No default value
No enemy 
No entity under the crosshair.\n
No failure
No field named "uninterpreted_option" in the Options proto.
No function name specified\n
No goal entity
No hint node
No known TV shot for event %s\n
No machine named %s in scripts/remotebugips.txt\n
No model!
No obstruction (Near probe only)\n
No obstruction\n
No player
No puzzle has been generated.\n
No route to face!\n
No scent present
No script specified\n
No sound present
No such criterion '%s' for rule '%s'\n
No such enumeration '%s'\n
No such file
No such response '%s' for rule '%s'\n
No such sentence group %s\n
No suitable combat schedule!\n
No train %s\n
No valid positions in history for BacktrackPlayer client ( %d )\n
No valid walkable seed positions.  Cannot generate Navigation Mesh.\n
NoPlacementHelper
NoValidActors
Node %d has too many links\n
Node Graph out of Date. Rebuilding in background.\n
Node already locked
Node is locked.
Node is visible to player.
Node isn't clear.
Node isn't visible to NPC.
Node isn't visible to player.
Node pathfind failed, no route between %d and %d\n
Node pathfind failed, no route to dest %d\n
Node pathfind failed, no route to source %d\n
Node pathfind succeeded: dest == source\n
Node pathfind succeeded\n
Nodes
Noise
Noise Scalar
Noise Vector
NoiseAmplitude
Non-primitive types can't be packed.
Non-repeated field "
Non-world, non-player entity, %s, doesn't implement IPaintableEntity. See the global version of MapSurfacesToPowers() in paint_power_user_interface.cpp.\n
None
Norm Input: (%f, %f, %f)\n
Norm Velocity: (%f, %f, %f)\n
North
NorthEast
NorthWest
Not Found!
Not Playing sentence %s\n
Not correctly on hintnode
Not enough arguments for coop_lobby_select_course.  Format should be: coop_lobby_select_course <increment/decrement#>\n
Not enough arguments for coop_lobby_select_level.  Format should be: coop_lobby_select_level <branch#> <level#>\n
Not in Foundry mode.\n
Not inside include zones.
Not obstructing nav
Not reorienting through portal. Trace hit: %s Found Portal %s\n
Not saving empty selected set to disk.\n
Not the nearest node.
Note that enum values use C++ scoping rules, meaning that enum values are siblings of their type, not children of it.  Therefore, "
Note: CAI_LeadBehaviorHandler connected to a sink that isn't an entity. Manual fixup on load will be necessary\n
Note: Strange link found between nodes in AI node graph\n
Note: behavior "%s" lacks a datadesc and probably won't save/restore correctly\n
NoteSpeaking( %f, %f ) (stop at %f)\n
NotifySpeedRunSuccess
NpG9
Nugget.Spawn
Nugget.Touch
Null
Num ticks simulated : %d\n
NumDeaths
NumPortalsPlaced
NumPortalsTraveled
NumSteps
Number of samples per game unit along the extent of look ahead vector.
Number of samples to maintain in player perf history
Numbers starting with leading zero must be in octal.
NumericInputOnly
N|G9
OBSTACLE 
OBSTACLE_TOP
OBSTRUCTED 
OFFGROUND!\n
ONF9
O\fB1
O\fu1
Object %d (of %d) =========================\n
Object attached to Physcannon has no physics object\n
Object not stuck at drop position, dropping successfully.\n
Object stuck at drop position %f %f %f, refusing to drop object\n
Obsolete / Unused
Obsolete.  Replaced by npc_combat
Obstructing nav
Obstruction %f\n
Offff.
Offfff.
Offffff.
Offset for held turrets
Offsets the bot yaw.
Oh9HhtC
Old nav file for %s\n
OldActivated
OnAcquireEnemies
OnActivate
OnActivateFX
OnAllFalse
OnAllLiveChildrenDead
OnAllSpawned
OnAllSpawnedDead
OnAllTrue
OnAlyxFinishedInteraction
OnAlyxStartedInteraction
OnAmmoDepleted
OnAnimationBegun
OnAnimationDone
OnAquireTarget
OnArrival
OnArrivalDone
OnArrivedAtDestinationNode
OnAssaultClear
OnAttach
OnAwakened
OnBackgroundMap
OnBallCaught
OnBallGrabbed
OnBallHitBottomSide
OnBallHitTopSide
OnBallReinserted
OnBeginFade
OnBeginSentence
OnBeginSequence
OnBlockedClosing
OnBlockedOpening
OnBluePickUp
OnBluePlayerPinged
OnBlueWin
OnBreak
OnButtonReset
OnCacheInteraction
OnCancel
OnCancelFailedSequence
OnCancelSequence
OnCanceled
OnCase01
OnCase02
OnCase03
OnCase04
OnCase05
OnCase06
OnCase07
OnCase08
OnCase09
OnCase10
OnCase11
OnCase12
OnCase13
OnCase14
OnCase15
OnCase16
OnCatapulted
OnChangeChild
OnChangeLevel
OnChangeToAllFalse
OnChangeToAllTrue
OnChangeToAnyFalse
OnChangeToAnyTrue
OnChangedFromMax
OnChangedFromMin
OnChargingPhyscannon
OnCheckpointActivated
OnCheckpointReset
OnClose
OnCommentaryMidGame
OnCommentaryMultiplayerSpawn
OnCommentaryNewGame
OnCommentaryStarted
OnCommentaryStopped
OnCompletion
OnConditionsSatisfied
OnConditionsTimeout
OnConstraintBroken
OnConvert
OnCoopBotTaunt
OnCoopPing
OnCreditsDone
OnCursorMoved
OnDamaged
OnDamagedByPlayer
OnDamagedByPlayerSquad
OnDeath
OnDefault
OnDenyCommanderUse
OnDeploy
OnDetach
OnDissolve
OnDissolveBox
OnDissolveWeapon
OnDone
OnDuck
OnEmpty
OnEndFollow
OnEndSentence
OnEndSequence
OnEndTouch
OnEndTouchAll
OnEndTouchBluePlayer
OnEndTouchBothLinkedPortals
OnEndTouchLinkedPortal
OnEndTouchOrangePlayer
OnEndTouchPortal
OnEndTouchPortal1
OnEndTouchPortal2
OnEngineLevelLoadingStarted
OnEntityFailedSpawn
OnEntityPostPortalled
OnEntityPrePortalled
OnEntitySpawned
OnEntityTeleportFromMe
OnEntityTeleportToMe
OnEqual
OnEqualTo
OnEventFired
OnExplode
OnExploded
OnExtinguished
OnFacingLookat
OnFail
OnFailedAllObjectives
OnFailure
OnFalse
OnFire
OnFired
OnFiredPortal1
OnFiredPortal2
OnFirstBallReinserted
OnFizzle
OnFizzled
OnForcedInteractionAborted
OnForcedInteractionFinished
OnForcedInteractionStarted
OnFoundEnemy
OnFoundEntity
OnFoundPlayer
OnFoundTarget
OnFull
OnFullyClosed
OnFullyOpen
OnFutbolCaught
OnFutbolGrabbed
OnFutbolReleased
OnFutbolSpawned
OnGameEnd
OnGameStart
OnGetSpeed
OnGetValue
OnGotController
OnGotPlayerController
OnGreaterThan
OnGreaterThanOrEqualTo
OnGustEnd
OnGustStart
OnHalfEmpty
OnHalfHealth
OnHealthChanged
OnHearCombat
OnHearPlayer
OnHearWorld
OnHeardSound
OnHeatLevelEnd
OnHeatLevelStart
OnHitMax
OnHitMin
OnHotPotatoCaught
OnHotPotatoGrabbed
OnHotPotatoReleased
OnHotPotatoSpawned
OnHurt
OnHurtPlayer
OnIgnite
OnIgnited
OnIn
OnJump
OnLastBallGrabbed
OnLessThan
OnLessThanOrEqualTo
OnLevelEnd
OnLevelStart
OnLightOff
OnLightOn
OnLoadGame
OnLockedUse
OnLoseTarget
OnLostController
OnLostEnemies
OnLostEnemy
OnLostEnemyLOS
OnLostPlayer
OnLostPlayerController
OnLostPlayerLOS
OnLostTarget
OnMapSpawn
OnMapTransition
OnMatchSessionUpdate
OnMetBronzeObjective
OnMetGoldObjective
OnMetSilverObjective
OnMixed
OnMotionEnabled
OnMouseFocusTicked
OnMultiNewMap
OnMultiNewRound
OnNPCFinishedBusy
OnNPCLeft
OnNPCLeftQueue
OnNPCLostSeeEntity
OnNPCPickup
OnNPCSeeEnemy
OnNPCStartedBusy
OnNPCStartedLeavingQueue
OnNPCStartedUsing
OnNPCStoppedUsing
OnNavigateFrom
OnNavigateTo
OnNewGame
OnNextPoint
OnNotEqual
OnNotEqualTo
OnNotFacingLookat
OnNotTouching
OnObjectPlaced
OnObjectPlacedSize
OnOk
OnOpen
OnOrangePickUp
OnOrangePlayerPinged
OnOrangeWin
OnOut
OnOutOfWorld
OnOuttroStatsDone
OnPainted
OnPass
OnPhysCannonAnimatePostStarted
OnPhysCannonAnimatePreStarted
OnPhysCannonAnimatePullStarted
OnPhysCannonDetach
OnPhysCannonPullAnimFinished
OnPhysGunDrop
OnPhysGunOnlyPickup
OnPhysGunPickup
OnPhysGunPunt
OnPingDetected
OnPlacedSuccessfully
OnPlay
OnPlaybackFinished
OnPlayer1Pinged
OnPlayer2Pinged
OnPlayerAward
OnPlayerDrop
OnPlayerGotOffLadder
OnPlayerGotOnLadder
OnPlayerInZone
OnPlayerJoin
OnPlayerOutZone
OnPlayerPickup
OnPlayerSpawn
OnPlayerTeleportFromMe
OnPlayerTeleportToMe
OnPlayerTouch
OnPlayerUse
OnPostIdleEndSequence
OnPostSpawn
OnPostSpawnBall
OnPowered
OnPressed
OnPressedBlue
OnPressedOrange
OnPrimaryPortalPlaced
OnProxyRelay1
OnProxyRelay10
OnProxyRelay11
OnProxyRelay12
OnProxyRelay13
OnProxyRelay14
OnProxyRelay15
OnProxyRelay16
OnProxyRelay17
OnProxyRelay18
OnProxyRelay19
OnProxyRelay2
OnProxyRelay20
OnProxyRelay21
OnProxyRelay22
OnProxyRelay23
OnProxyRelay24
OnProxyRelay25
OnProxyRelay26
OnProxyRelay27
OnProxyRelay28
OnProxyRelay29
OnProxyRelay3
OnProxyRelay30
OnProxyRelay4
OnProxyRelay5
OnProxyRelay6
OnProxyRelay7
OnProxyRelay8
OnProxyRelay9
OnPushedPlayer
OnQueueMoved
OnRappelTouchdown
OnReachedPosition
OnReadyToFire
OnRegisteredActivate1
OnRegisteredActivate2
OnRegisteredActivate3
OnRegisteredActivate4
OnReleased
OnRemove
OnRequestFocus
OnRequestMapRating
OnRetire
OnRocketExplode
OnRotationDone
OnRoundEnd
OnRoutedSound
OnScreenSizeChanged
OnScriptEvent01
OnScriptEvent02
OnScriptEvent03
OnScriptEvent04
OnScriptEvent05
OnScriptEvent06
OnScriptEvent07
OnScriptEvent08
OnSecondaryPortalPlaced
OnShootFail
OnShootSuccess
OnShotAtPlayer
OnShowMessage
OnSleep
OnSpark
OnSpawn
OnSpawnNPC
OnSpeedRunCoopEvent
OnSquadMemberKilled
OnStart
OnStartSlowingTime
OnStartTouch
OnStartTouchAll
OnStartTouchBluePlayer
OnStartTouchBothLinkedPortals
OnStartTouchLinkedPortal
OnStartTouchOrangePlayer
OnStartTouchPortal
OnStartTouchPortal1
OnStartTouchPortal2
OnStopSlowingTime
OnSuccess
OnSuddenDeath
OnSurfaceChangedFromTarget
OnSurfaceChangedToTarget
OnSurveyComplete
OnTakeDamage
OnTargeted
OnTaunted
OnTauntedBlue
OnTauntedBlueFinished
OnTauntedFinished
OnTauntedOrange
OnTauntedOrangeFinished
OnTie
OnTimeout
OnTimer
OnTimerHigh
OnTimerLow
OnTipped
OnTouchedByEntity
OnTouching
OnTrigger
OnTrigger1
OnTrigger10
OnTrigger11
OnTrigger12
OnTrigger13
OnTrigger14
OnTrigger15
OnTrigger16
OnTrigger2
OnTrigger3
OnTrigger4
OnTrigger5
OnTrigger6
OnTrigger7
OnTrigger8
OnTrigger9
OnTriggerChance%d
OnTripped
OnTrue
OnUnDuck
OnUnPressed
OnUnblockedClosing
OnUnblockedOpening
OnUnpowered
OnUnpressed
OnUse
OnUseLocked
OnUser1
OnUser2
OnUser3
OnUser4
OnVehicleSpawn
OnWake
Only allow turrets to shoot through portals at players this close to portals (in square units)
Only show closed captions if recipient is within this many units of speaking actor (0==disabled).
Opaque
Open
OpenAwayFrom
OpenColumnChoiceMenu
OpenContextMenu
OpenRadialMenu
OpeningThink
Optimizing mesh visibility...\n
Option "
Option field "
Option must have a name.
Option must not use reserved name "uninterpreted_option".
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>
Oscillate Scalar
Oscillate Vector
Other Class: %s\n
Other Memory
Other textures
OutColor
OutRemainingCharge
OutValue
OuterMaxDist
Output help for script functions, optionally with a search string
Outputs text debugging information to the console about the all the tasks + break conditions of the selected NPC current schedule\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at 
OutsideTransition
OverlayID
OverlayName1
OverlayName10
OverlayName2
OverlayName3
OverlayName4
OverlayName5
OverlayName6
OverlayName7
OverlayName8
OverlayName9
OverlayTime1
OverlayTime10
OverlayTime2
OverlayTime3
OverlayTime4
OverlayTime5
OverlayTime6
OverlayTime7
OverlayTime8
OverlayTime9
Overwriting physics object for %s\n
P(ff.
P0;F
P0f;
P11CBaseEntity
P2CatapultData
P2Deaths
P2FizzledData
P2MPMapStats
P2PortalData
P2PuzzleData
P2StuckData
P2TauntUsage
P2TractorData
P4;u
P4C;]
P8;u
PAIN
PARALYZE
PARTICLE SYSTEM: Unable to load manifest file '%s'\n
PARTICLE_ID
PASSABLE
PATH_FAILED
PEvent
PH9E
PHYSGUN
PICKUPFIRST
PISTOL
PITCH
PLACEHOLDER_VALUE
PLASMA
PLAYDEAD
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
PORTALLING PLAYER SHOULD BE DONE IN GAMEMOVEMENT\n
PORTAL_SERVER_DLL_PROPPORTAL_LOCATOR
POSIX
PP#E
PRECIPITATION
PRECIPITATIONBLOCKER
PRECISE
PRECISE 
PREVENT_PHYSICS_FORCE
PREV_XYZ
PRIMARY
PRONE
PROP_CLEARFLAGS
PROVOKED
PROXY
PSName
P\ffff.
P\fkU
P\ftD
P\fv0
Paint
Paint Gun Think
Paint Power #%d\n
Paint Power Count: %d\n
Paint Power: %s Power\n
Paint blob impact particles: %d
Paint.Drip
Paint.HeavyFlow
Paint.MediumFlow
PaintAllSurfaces
PaintBackgroundType
PaintBlob.Inception
PaintBomb
PaintBomb.Splat
PaintBombExplode
PaintCleanserManager
PaintDatabase
PaintEntity
PaintGunThink
PaintPlayerWithPortalPaint
PaintPower
PaintPowerInfo_t
PaintSplatBlue
PaintSplatGreen
PaintSplatPink
PaintSprayerThink
PaintStreamManager
PaintType
PaintWorld
PaintableEntity
Paintblob
Paintblob.Impact
Paintblob.ImpactDrip
Paintblob.Inception
PaneTouch
Panel
Panel.BgColor
Panel.FgColor
PanelListEmbedded
PanelListPanel
PanelListPanelVScroll
PanelMoved
PanelPtr
Panic
PanicThink
Parent: %s\n
ParseParticleEffects
ParseRagdollIntoCache:  Couldn't Lookup Bone %s\n
ParserResponse
Particle system %s could not find control point entity (%s)\n
Particle system index %d greater than zero
ParticleAttach
ParticleAttachHitbox
ParticleDrawWidth
ParticleEffect
ParticleEffectNames
ParticleEffectStop
ParticleSmokeGrenade
ParticleSpacingDistance
ParticleTracer
ParticleTrailEndSize
ParticleTrailLifetime
ParticleTrailMaterial
ParticleTrailStartSize
Particles
Particles: Missing '%s'\n
Passenger Roles Parsed:\t%d\n\n
Paste
Path
Path away from best sound too short!\n
Pathcorner/goal ent: 
Pause
PauseDuration
Paused: %s
Pausing actor %s scripted scene: %s\n
Pausing entity I/O events\n
Pdf.
Per-team styles blocks are no longer valid. Use "skin_red" and "skin_blu" in a style entry instead.
Percentage chance that a random item is a rare.
Percentage chance that a random item is common.
Percentage chance that a random item is unique.
Perfect
Performance Warning: large friction system (%d objects)!!!\n
PerformanceMode
PersonaNameReplacementToken
Pffff.
Pfffff.
Pffffff.
PhysBlockHeader_t
PhysFrame VPhysicsShadowUpdate
PhysFrictionEffect
PhysObjectHeader_t
Physically perturb the player when the explosion hits them
Physics
Physics object pointer unexpectedly non-null before restore. Should be creating physics object in CreatePhysics()?\n
Physics queue not empty, error!\n
Physics velocity: %.2f
Physics.WaterSplash
Physics2 Interface ActorMgr v0.1
Physics2 Interface ResourceMgr v0.1
Physics2 Interface v0.3
Physics: %3d objects, %4.1fms / AVG: %4.1fms\n
PhysicsEnabled
PhysicsImpactSounds
PhysicsSimulate: %s bad movetype %d
PhysicsTryMove: !trace.u.ent
Physics_RunThinkFunctions
Physics_SimulateEntity
PickRandom
PickRandomShuffle
Picker %i/%s - ent %s model %s\n
PickupEnabled
PinCorner
PingToolCommand
PinnedCornerOffsetX
PinnedCornerOffsetY
Pistol
Pitch
Pitch value for personality core perferred carry angles.
PitchShift
Place
Placed %d areas on the ground\n
Placed npc_generic in solid!!! (%s)\n
Placement proxy entity %s not found!\n
Places a portal. Indicate the group #, then the portal #, then pos + angle
Places the selected corner of the currently marked Area on the ground.
Plastic.Large
Plastic.Medium
Plastic.Small
Plat.DefaultArrive
Plat.DefaultMoving
PlatUse
Play Spawn Sound
Play all vcds on the clients.
Play footstep sound for players
Play the given VCD as an instanced scripted scene.
PlayAttach
PlayDead
PlayDetach
PlayLevelTransitionMovie
PlayLock
PlayMovie
PlayMovieForAllPlayers
PlaySound
Player
Player Decal
Player changed material to %d (was %d)\n
Player index of the blue player.
Player index of the orange player.
Player is simulated in a physics environment but isn't touching a portal! Can't teleport, but can fall through portal hole. Returning player to main environment.\n
Player isn't in the landmark's (%s) PVS, aborting\n
Player isn't in the transition volume %s, aborting\n
Player pulled feet above the portal they fell out of, postponing Releasing ownership\n
Player transitioned with no partner!\n
Player velocity: %.2f
Player's active weapon will never run out of ammo
Player.AmbientUnderWater
Player.Coop_Ping
Player.DenyWeaponSelection
Player.DrownContinue
Player.DrownStart
Player.EnterBouncePaint
Player.EnterSpeedPaint
Player.EnterStickPaint
Player.ExitBouncePaint
Player.ExitSpeedPaint
Player.ExitStickPaint
Player.FallDamage
Player.JumpPowerUse
Player.PainSmall
Player.PickupWeapon
Player.PlasmaDamage
Player.SonicDamage
Player.Swim
Player.UseTrain
Player.Wade
Player.WeaponSelected
Player.WeaponSelectionClose
Player.WeaponSelectionMoveSlot
PlayerActorFOV
PlayerActorFOVTrueCone
PlayerActorLOS
PlayerActorLook
PlayerActorProximity
PlayerAnimEvent
PlayerBattleline
PlayerBlockingActor
PlayerCatchPatnerNotConnectingThink
PlayerDeathThink
PlayerDied
PlayerEnteredVehicle
PlayerHealth
PlayerID
PlayerInVehicle
PlayerInfoManager001
PlayerInfoManager002
PlayerMovementTraces
PlayerOff
PlayerOn
PlayerPassesTriggerFiltersThink
PlayerSpawn
PlayerStartedBlocking
PlayerStoppedBlocking
PlayerTargetFOV
PlayerTargetFOVTrueCone
PlayerTargetLOS
PlayerTargetLook
PlayerTargetProximity
PlayerTauntCamera(%i,"%s")
PlayerTransitionCompleteThink
PlayerUpdateThink
PlayerVoiceListener
Players can hear all other players, no team restrictions
Players can receive all other players' text chat, no death restrictions
PlayersInCount
PlayersInGame
PlayersOutCount
Playing a scene, but not in a scene!
Playing back: %s
Playing non-looping vehicle sound: %s\n
Playing sentence %s\n
Playing vehicle sound: %s\n
Plays a sound from this entity.
Please wait for broadcast to start ...
PluginHelpersCheck001
PointAtEntity
PointCamera
PointValue
PollMotionThink
Poor
Pops up the map rating dialog for user input
Portal
Portal %i EndTouch: %s : %f %f %f : %f\n
Portal %i StartTouch: %s : %f %f %f : %f\n
Portal %i not teleporting %s because it has no linked partner portal.\n
Portal %i not teleporting %s because it was not in the portal hole.\n
Portal %i not teleporting %s because it's not simulated by this portal. : %f \n
Portal 2
Portal 2 Coop
Portal 2: Nest
Portal adjusted too far from it's original location.\n
Portal center has no surface behind it.\n
Portal center or corner placed inside solid.\n
Portal corner has no surface behind it.\n
Portal overlapped another portal.\n
Portal paint removed from behind portal.\n
Portal placed in no portal volume.\n
Portal placed on a no portal material.\n
Portal placed on a pass through material.\n
Portal placed on func_door.\n
Portal was on moving surface.\n
Portal was unable to fit on surface.\n
Portal.FizzlerShimmy
Portal.Glados_core.Aggressive_00
Portal.Glados_core.Aggressive_01
Portal.Glados_core.Aggressive_02
Portal.Glados_core.Aggressive_03
Portal.Glados_core.Aggressive_04
Portal.Glados_core.Aggressive_05
Portal.Glados_core.Aggressive_06
Portal.Glados_core.Aggressive_07
Portal.Glados_core.Aggressive_08
Portal.Glados_core.Aggressive_09
Portal.Glados_core.Aggressive_10
Portal.Glados_core.Aggressive_11
Portal.Glados_core.Aggressive_12
Portal.Glados_core.Aggressive_13
Portal.Glados_core.Aggressive_14
Portal.Glados_core.Aggressive_15
Portal.Glados_core.Aggressive_16
Portal.Glados_core.Aggressive_17
Portal.Glados_core.Aggressive_18
Portal.Glados_core.Aggressive_19
Portal.Glados_core.Aggressive_20
Portal.Glados_core.Aggressive_21
Portal.Glados_core.Aggressive_panic_01
Portal.Glados_core.Aggressive_panic_02
Portal.Glados_core.Crazy_01
Portal.Glados_core.Crazy_02
Portal.Glados_core.Crazy_03
Portal.Glados_core.Crazy_04
Portal.Glados_core.Crazy_05
Portal.Glados_core.Crazy_06
Portal.Glados_core.Crazy_07
Portal.Glados_core.Crazy_08
Portal.Glados_core.Crazy_09
Portal.Glados_core.Crazy_10
Portal.Glados_core.Crazy_11
Portal.Glados_core.Crazy_12
Portal.Glados_core.Crazy_13
Portal.Glados_core.Crazy_14
Portal.Glados_core.Crazy_15
Portal.Glados_core.Crazy_16
Portal.Glados_core.Crazy_17
Portal.Glados_core.Crazy_18
Portal.Glados_core.Crazy_19
Portal.Glados_core.Crazy_20
Portal.Glados_core.Crazy_21
Portal.Glados_core.Crazy_22
Portal.Glados_core.Crazy_23
Portal.Glados_core.Crazy_24
Portal.Glados_core.Crazy_25
Portal.Glados_core.Crazy_26
Portal.Glados_core.Crazy_27
Portal.Glados_core.Crazy_28
Portal.Glados_core.Crazy_29
Portal.Glados_core.Crazy_30
Portal.Glados_core.Crazy_31
Portal.Glados_core.Crazy_32
Portal.Glados_core.Crazy_33
Portal.Glados_core.Crazy_34
Portal.Glados_core.Crazy_35
Portal.Glados_core.Crazy_36
Portal.Glados_core.Crazy_37
Portal.Glados_core.Crazy_38
Portal.Glados_core.Crazy_39
Portal.Glados_core.Crazy_40
Portal.Glados_core.Crazy_41
Portal.Glados_core.Curiosity_1
Portal.Glados_core.Curiosity_10
Portal.Glados_core.Curiosity_11
Portal.Glados_core.Curiosity_12
Portal.Glados_core.Curiosity_13
Portal.Glados_core.Curiosity_15
Portal.Glados_core.Curiosity_16
Portal.Glados_core.Curiosity_17
Portal.Glados_core.Curiosity_18
Portal.Glados_core.Curiosity_2
Portal.Glados_core.Curiosity_3
Portal.Glados_core.Curiosity_4
Portal.Glados_core.Curiosity_5
Portal.Glados_core.Curiosity_6
Portal.Glados_core.Curiosity_7
Portal.Glados_core.Curiosity_8
Portal.Glados_core.Curiosity_9
Portal.Glados_core.Death
Portal.PortalgunActivate
Portal.ambient_loop
Portal.button_down
Portal.button_locked
Portal.button_up
Portal.close_blue
Portal.close_red
Portal.elevator_ding
Portal.fizzle_invalid_surface
Portal.fizzle_moved
Portal.open_blue
Portal.open_red
Portal.room1_TickTock
Portal.song_credits
Portal2.CoopPingDecal
PortalBlast
PortalCloneArea %i End Touch: %s : %f\n
PortalCloneArea %i Start Touch: %s : %f\n
PortalFX_Surface
PortalMicrophone_1
PortalMicrophone_2
PortalPlacement: Considering placement helper (%s) at %f, %f, %f. Radius %f\n
PortalPlacement: Found placement helper centered at %f, %f, %f. Radius %f\n
PortalPlacement: Not using placement helper because portal could not fit in a valid spot at it's origin and angles\n
PortalPlacement: Not using placement helper because the surface normal of the portal's resting surface and the placement helper's intended surface do not match\n
PortalPlacement: Using placement helper angles %f %f %f\n
PortalPlacement:Not using placement helper because the Portal's final position was outside the helper's radius!\n
PortalPlayer.BonkYelp
PortalPlayer.EnterPortal
PortalPlayer.ExitPortal
PortalPlayer.FallRecover
PortalPlayer.ObjectUse
PortalPlayer.ObjectUseNoGun
PortalPlayer.UseDeny
PortalPlayer.UseDenyNoGun
PortalPlayer.Woosh
PortalPlayerStatistics_t
PortalRaceCheckpointStartSpinningThinkContext
PortalSpeaker_1
PortalSpeaker_2
PortalTracePlayerBBoxForGround
PortalTurretBullet
PortalTwo
PortalVersion
Portal_UI_Controller
Portalgun upgrade failed! Player not holding a portalgun.\n
Portalgun.pedestal_rotate_loop
Portals Placed: %d\nSteps Taken: %d\nTime: %d:%d
Portals_ResizeAll
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'
Post Idle %s finished for %s\n
Post custom...\n 
Post-run
PostArrivalConceptModifier
PostProcessName
PostProcessSystem
PostSpawn
PostSpawnDirection
PostSpawnDirectionVariance
PostSpawnInheritAngles
PostSpawnSpeed
Potatogun upgrade failed! Player not holding a portalgun.\n
Pottery.Huge
Pottery.Large
Pottery.Medium
Pottery.Small
Pre-Age Noise
Pre-think
PreClientUpdateAllSystems
PreDetonate
PreDissolveJoke
PreSpawnInstance
Precache
Precache a sound for later playing.
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
PrecacheMovie
PrecachePointCommentaryNode
PrecacheRegister
PrecacheScriptSound '%s' failed, no such sound script entry\n
PrecacheSoundScript
PrecacheStandardParticleSystems()
PrecacheTempEnts()
Precaches a named movie. Only valid to call within the entity's 'Precache' function called on mapspawn.
Precaching vgui_movie_display %s with movie %s\n
Press
PressButton
PressIn
PressOut
Pressed
PressedAttack
PressedAttack2
PressedBack
PressedForward
PressedMoveLeft
PressedMoveRight
Pressing...
PressingBoxHasSetteledThink
PressingBoxHasSetteledThinkContext
PressureDelay
Prev
PrevChild
PreventFastReset
Prevents a userid from being auto-kicked
Print a hud message on all clients
Print details about a sound.
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 player completion data for all maps.
Priority
Probable duplicate node placed at %s\n
ProgressBar
ProgressBar.BgColor
ProgressBar.FgColor
Projected Decal
ProjectedEntityAmbientSoundProxy
Prop.Fizzled
PropAnimateThink
PropBreakableCreateAll: Could not create model %s\n
PropDatafile
PropName
PropPaintPowerUser
PropaneTank.Burst
Protocol Buffer reflection usage error:\n  Method      : google::protobuf::Reflection::
Protocol message serialized itself in invalid fashion.
Protocol message was modified concurrently during serialization.
Pt\rC
PullThink
PulseColor
PulseFireSound
PulseLag
PulseLife
PulseSpeed
PulseWidth
Punctual jump off of %s!\n
Push computed lag compensation amount by this many ticks.
PushThink
PutClientInServer: no info_player_start on level\n
Putting entity to sleep: %s\n
Q ;P uF
Q&A: '%s' answered the Hello from '%s'\n
Q&A: '%s' answered the Question from '%s'\n
Q&A: '%s' couldn't answer '%s'\n
Q0C9
Q917CPhysicsCannister
Q<kO
QAngle: %.2f %.2f %.2f
QH;E
QHF;
QLff.
QX\r)H
Q\fC9
Qffff.
Qfffff.
Qkkbal
Qt;4
Quality definition %d: Duplicate quality name %s
Quality definition %s: Missing required field "value"
Quality definition %s: missing "color_name"
QueueThink
QueuedLoaderVersion001
R Nu
R<G9}
R@9E
RADIATION
RADIUS
REMOVENORAGDOLL
RESPONSE CRITERIA FOR: %s (%s)\n
RESPONSERULES: %s spoke '%s'. Found no matching response.\n
RESPONSERULES: %s spoke '%s'. Found response '%s'.\n
RESPONSE_ENTITYIO
RESPONSE_NONE
RESPONSE_PRINT
RESPONSE_RESPONSE
RESPONSE_SCENE
RESPONSE_SENTENCE
RESPONSE_SPEAK
RGBA color to draw as the background color for nav areas while editing.
ROTATION
ROTATION_SPEED
RPG_Round
RR: could not apply operator %s to prior value %s\n
RT_Gun1_Muzzle
RT_Gun2_Muzzle
RUN 
RXiL
R\G9
Radial using: %s\n
RadialLinkController (%s) is far from its parent!\n
RadiationThink
RadioButton
RadioButton.ArmedTextColor
RadioButton.SelectedTextColor
RadioButton.TextColor
RadioButtonChecked
Radius
Radius Random
Radius Scale
Radius found %s, dist %.2f\n
Radius of query sphere to erase all intersecting surfaces.
Radius of query sphere to paint all intersecting surfaces.
Radius of the trace from the center of the explosion
Ragdoll
Ragdoll has no pCollide!
Ragdoll magnet adding %f inches/sec to %s\n
Ragdoll solid count %d exceeds maximum limit of %d - Ragdoll not created
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
RallySelectMethod
RampThink
RampToDefaultFadeScale
Random Cull
RandomAnimation
RandomizeFMod
Randomly Flip Yaw
Rate
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 an unintended state: CPPTYPE_MESSAGE
Reading dangerously large protocol message.  If the message turns out to be larger than 
Reading externally referenced elements is not supported!\n
Reading: %s\n
ReadyNPC()--%s couldn't find target %s\n
RealTransitionFromMap()
Rebalance %d!\n
Rebels
RebuildThink
Received %d bytes item schema version %08X direct data; update is queued.\n
Received new item acknowledgement: %s\n
Recent NPC speech:\n
Recharge
Recharge Time: %fs
RechargeTime
Recipe definition %d: Missing required field "input_items"
Recipe definition %d: Missing required field "output_items"
Recipe definition index %d must be greater than or equal to zero
Recomputes lighting values
RecordAchievementEvent
Records achievement event or progress
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
RedGlowFade
Referenced by '%s:%s' -- %s\n
Refill all bot ammo counts
RefireTime
Refresh
Register
RegisterEntity
RegisterTemplateEntity: template entity with no name, class %s\n
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
ReleaseKeyValues
Reload
Reload all response system scripts.
ReloadLocalization
Reloading\n
Reloads node positions for challenge mode finish lines.
Reloads schedules for all NPC's from their script files\n\tArguments:\t-none-
Remap Distance Between Two Control Points to Scalar
Remap Distance to Control Point to Scalar
Remap Noise to Scalar
Remap Scalar
RemoteBugHelper
RemoteMachineIPs
Remove
Remove current area from the selected set.
Remove given nav attribute from all areas in the selected set.
RemoveAllPaint
RemoveAllSlides
RemoveBroadcastTeamTarget
RemoveContext
RemoveHealth
RemoveLast
RemovePaint
RemovePlayer
RemovePotatosFromPortalgun
RemoveThink
Removed %d %s's\n
Removed %d jump areas\n
Removed %s(%s)\n
Removes a connected script function from an I/O event.
Removes a team (by index) from the broadcast list
Removes all NPCs from the universe that aren't currently selected
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 legacy jump areas, replacing them with connections.
Removes the given NPC(s) from the universe\nArguments:   \t{npc_name} / {npc_class_name} / no argument picks what player is looking at
Removes the given entity(s)\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Removing from action list: (%s,%s) -> (%s,%s)\n
Removing relationship for lost entity\n
RenameNPC
Render AABBs around the bounding box used for ghost renderable bounds checking (either hitbox or collision AABB)
RenderDevice001
RenderDeviceMgr001
RenderHardwareConfig001
RenderMode
RenderSystemSurface001
Repaint
Repeated fields can't have default values.
ReplacementToken
Replaces all instances of the first place with the second place.
Report missing wave files for sounds and game_sounds files.
Reports the location of all portals
Reports the surface properties at the cursor
RequestFocus
RequestMapRating
RequestState
Required key "attributes" missing.\n
Required key "colors" missing.\n
Required key "game_info" missing.\n
Required key "items" missing.\n
Required key "qualities" missing.\n
RequiredTime
Reset
Reset physics clock\n
ResetGrabControllerBehavior
ResetGrav
ResetHUD
ResetPlayerStats
ResetScore
ResetSequence : %s: %s -> %s\n
ResetSequenceInfo
ResetTime
ResetTimer
Resize
ResizeColumnToContents
Resizes all portals (for testing), Portals_ResizeAll [half width] [half height]
ResourceFile
ResourceSystem004
ResourceThink
Resource\warning.wav
Respawn all the entities in the map.
Respawn failed to create %s!\n
RespawnTime
Response
Response rule targeted %s with entityio, but that doesn't exist.\n
Response was entityio but had bad value %s\n
Response: %s\n
ResponseContext
ResponseContext_t
ResponseGroup
ResponseHeader
ResponseSystem
Restore underflow!\n
RestoreAmmo
RestoreEntityTo
RestoreEntityTo could not restore player position for client "%d" ( %.1f %.1f %.1f )\n
Restoring NPC
Restricts spectator modes for dead players
Resume
ResumeSceneFile
Resuming entity I/O events\n
Retire
RetireContext
Retrieve
Retrieve the script-side data associated with an entity
Retrieve the unique identifier used to refer to the entity within the scripting system
RetrieveConceptModifier
RetrieveDistance
RetrieveWaitForSpeak
ReturnMoveDone
ReturnToEyes
Returns bit flags for specific lines that we want to track per session.
Returns float duration of the sound. Takes soundname and optional actormodelname.
Returns how many maps the player has played through.
Returns how many players are connected
Returns length of this scene in seconds.
Returns the instance of the oldest active scene entity (if any).
Returns the instance of the scene entity at the specified index.
Returns the name of the model
Returns the number of levels in the current branch.
Returns the number of levels the players have completed in their run of the current branch.
Returns the number of portals the players have placed so far.
Returns the number of seconds the player has been continuously speaking.
Returns the number of times that a specific player has died in the session.
Returns the partnername of the door.
Returns the player (SP Only).
Returns true if coming from the last DLC coop map.
Returns true if every level in the branch has been completed by either.
Returns true if every level in the branch has been completed by the specified player.
Returns true if the level in the specified branch is completed by a specific player.
Returns true if the level in the specified branch is completed by either player.
Returns true if the player is in noclip mode.
Returns whether the player specified is speaking.
Returns which branches should be available in the hub.
ReuseDelay
Reverse
ReverseFadeDuration
ReverseMove
RevertRelationship
RevertToDefaultRelationship
RevertToSaved
RichText
RichText.BgColor
RichText.InsetX
RichText.InsetY
RichText.SelectedBgColor
RichText.SelectedTextColor
RichText.TextColor
RichText: textfile parameter '%s' not found.\n
RichTextInterior
Rocket turret '%s' in tripwire mode has an invalid tripwire aim target!\n
RocketLifetime
RocketSpeed
RocketTrail
Roll
Roll value for personality core perferred carry angles.
RollCredits
RollOutroCredits
RollPortalOutroCredits
RollSpeed
RollStatsCrawl
Root
Root class of all server-side entities
RopeMaterial
RopeShader
RotDoorSound.DefaultArrive
RotDoorSound.DefaultLocked
RotDoorSound.DefaultMove
Rot_LR
Rot_UD
RotateMove
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
RotationInterpolator
RotationSpeed
RoundedCorners
RoundsToWin
Route Destination No Longer Valid
Rule is disabled.\n
Rumble
Run a vscript file
Run the single player maps in a continuous loop.
Run the text as a script
RunAnimation calling ResetSequence %s\n
RunScriptCode
RunScriptFile
Runs FindsClosestPassableSpace() on player.
SAVED_POSITION
SAVE\autosave.sav
SAVE\autosavedangerous.sav
SAVE\quick.sav
SCHED_ACTBUSY_BUSY
SCHED_ACTBUSY_LEAVE
SCHED_ACTBUSY_START_BUSYING
SCHED_ACTBUSY_STOP_BUSYING
SCHED_ACTBUSY_TELEPORT_TO_BUSY
SCHED_AISCRIPT
SCHED_ALERT_FACE
SCHED_ALERT_FACE_BESTSOUND
SCHED_ALERT_REACT_TO_COMBAT_SOUND
SCHED_ALERT_SCAN
SCHED_ALERT_STAND
SCHED_ALERT_WALK
SCHED_AMBUSH
SCHED_ARM_WEAPON
SCHED_BACK_AWAY_FROM_ENEMY
SCHED_BACK_AWAY_FROM_SAVE_POSITION
SCHED_BIG_FLINCH
SCHED_CHASE_ENEMY
SCHED_CHASE_ENEMY_FAILED
SCHED_COMBAT_FACE
SCHED_COMBAT_PATROL
SCHED_COMBAT_STAND
SCHED_COMBAT_SWEEP
SCHED_COMBAT_WALK
SCHED_COWER
SCHED_DIE
SCHED_DIE_RAGDOLL
SCHED_DISARM_WEAPON
SCHED_DROPSHIP_DUSTOFF
SCHED_DUCK_DODGE
SCHED_EFINDER_SEARCH
SCHED_ESTABLISH_LINE_OF_FIRE
SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK
SCHED_FAIL
SCHED_FAIL_ESTABLISH_LINE_OF_FIRE
SCHED_FAIL_NOSTOP
SCHED_FAIL_TAKE_COVER
SCHED_FALL_TO_GROUND
SCHED_FEAR_FACE
SCHED_FLEE_FROM_BEST_SOUND
SCHED_FLINCH_PHYSICS
SCHED_FORCED_GO
SCHED_FORCED_GO_RUN
SCHED_GET_HEALTHKIT
SCHED_HIDE_AND_RELOAD
SCHED_IDLE_STAND
SCHED_IDLE_WALK
SCHED_IDLE_WANDER
SCHED_INTERACTION_MOVE_TO_PARTNER
SCHED_INTERACTION_WAIT_FOR_PARTNER
SCHED_INVESTIGATE_SOUND
SCHED_MELEE_ATTACK1
SCHED_MELEE_ATTACK2
SCHED_MOVE_AWAY
SCHED_MOVE_AWAY_END
SCHED_MOVE_AWAY_FAIL
SCHED_MOVE_AWAY_FROM_ENEMY
SCHED_MOVE_OFF_OF_NPC
SCHED_MOVE_TO_WEAPON_RANGE
SCHED_MYCUSTOMSCHEDULE
SCHED_NEW_WEAPON
SCHED_NEW_WEAPON_CHEAT
SCHED_NONE
SCHED_NPC_FREEZE
SCHED_PATROL_RUN
SCHED_PATROL_WALK
SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE
SCHED_RANGE_ATTACK1
SCHED_RANGE_ATTACK2
SCHED_RELOAD
SCHED_RUN_FROM_ENEMY
SCHED_RUN_FROM_ENEMY_FALLBACK
SCHED_RUN_FROM_ENEMY_MOB
SCHED_RUN_RANDOM
SCHED_SCENE_GENERIC
SCHED_SCRIPTED_CUSTOM_MOVE
SCHED_SCRIPTED_FACE
SCHED_SCRIPTED_RUN
SCHED_SCRIPTED_WAIT
SCHED_SCRIPTED_WALK
SCHED_SHOOT_ENEMY_COVER
SCHED_SLEEP
SCHED_SMALL_FLINCH
SCHED_SPECIAL_ATTACK1
SCHED_SPECIAL_ATTACK2
SCHED_STANDOFF
SCHED_SWITCH_TO_PENDING_WEAPON
SCHED_TAKE_COVER_FROM_BEST_SOUND
SCHED_TAKE_COVER_FROM_ENEMY
SCHED_TAKE_COVER_FROM_ORIGIN
SCHED_TALKER_SPEAK_PENDING_ALERT
SCHED_TALKER_SPEAK_PENDING_COMBAT
SCHED_TALKER_SPEAK_PENDING_IDLE
SCHED_TARGET_CHASE
SCHED_TARGET_FACE
SCHED_VEHICLEDRIVER_COMBAT_WAIT
SCHED_VEHICLEDRIVER_DRIVE_PATH
SCHED_VEHICLEDRIVER_INACTIVE
SCHED_VICTORY_DANCE
SCHED_WAIT_FOR_SCRIPT
SCHED_WAIT_FOR_SPEAK_FINISH
SCHED_WAKE_ANGRY
SCRATCH_FLOAT
SCRATCH_VEC
SCRIPT
SCRIPT_CUSTOM_MOVE: %s failed scripted custom move. Has no sequence called: %s\n
SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n
SECONDARY
SENTENCEG_Init()
SEQUENCE_NUMBER
SEQUENCE_NUMBER1
SERVER
SHOCK
SKIN
SLASH
SLOWBURN
SMALL_CENTERED_HULL
SMG1
SMG1_Grenade
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\n
SPEED
SQUAD_SLOT_ATTACK1
SQUAD_SLOT_ATTACK2
SQUAD_SLOT_EXCLUSIVE_HANDSIGN
SQUAD_SLOT_EXCLUSIVE_RELOAD
SQUAD_SLOT_INVESTIGATE_SOUND
SQUAD_SLOT_PICKUP_WEAPON1
SQUAD_SLOT_PICKUP_WEAPON2
SQUAD_SLOT_SPECIAL_ATTACK
SSE and SSE2 are 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
STAIRS
STAIRS 
STAND
STAND 
STARTSCRIPTING
STEAMAPPLIST_INTERFACE_VERSION001
STEAMAPPS_INTERFACE_VERSION008
STEAMHTMLSURFACE_INTERFACE_VERSION_004
STEAMHTTP_INTERFACE_VERSION002
STEAMINVENTORY_INTERFACE_V002
STEAMMUSICREMOTE_INTERFACE_VERSION001
STEAMMUSIC_INTERFACE_VERSION001
STEAMPARENTALSETTINGS_INTERFACE_VERSION001
STEAMREMOTESTORAGE_INTERFACE_VERSION014
STEAMSCREENSHOTS_INTERFACE_VERSION003
STEAMUGC_INTERFACE_VERSION010
STEAMUNIFIEDMESSAGES_INTERFACE_VERSION001
STEAMUSERSTATS_INTERFACE_VERSION011
STEAMVIDEO_INTERFACE_V002
STOP
STOP 
STRING
SUB_CallUseToggle
SUB_DoNothing
SUB_FadeOut
SUB_Remove
SUB_Remove called on entity with health > 0\n
SUB_StartFadeOut
SUB_StartFadeOutInstant
SUB_Vanish
SUSPICIOUS
SWVP
SafeZone
Sampling walkable space...
Save
Save buffer overflow! Report map and conditions!\n
Save the multiplayer stats for the score board.
Save/Restore overflow %d [%d, %d]!\n
SaveButton
SaveDangerous
SaveImportant
SaveMPStatsData
SaveRestoreBlockHeader_t
SaveThink
Saves the current Navigation Mesh to disk.
SayText
SayText2
ScalableImagePanel
Scale applied to acceleration when the player is strafing on speed paint.
Scale the bounds of objects ghosted in portal environments for the purposes of hit testing.
Scale time for physics
Scans the maps directory and reports any missing/out-of-date navigation files.
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: %s - Event: %s (%d) - %s - Frame start: %f - Start: %f - End: %f - ModStart: %f - ModEnd: %f\n
SceneFile
SceneFileCache002
SceneSystem_001
Scenes
Schedule
Schedule %s, 
Schedule change\n
Schedule not found
Schedule: %s (time: %.2f)\n
ScheduledFollowPath to goal entity %s failed\nCan't execute script %s\n
ScheduledMoveToGoalEntity to goal entity %s failed\nCan't execute script %s\n
Schrodinger Think Context
SchrodingerThink
Scorch
Score for escorting the train, in points per second
ScoreThink
ScoreboardTempUpdate
Scoring rule '%s' (%i)\n{\n
Script condition warning: Invalid setting for Maximum/Minimum state\n
Script condition warning: warning actor is not an NPC\n
Script failed for %s\n
Script failed to find output "%s"\n
Script file type does not match VM type\n
Script not found (%s) \n
ScriptCreateSceneEntity
ScriptEmitSound
ScriptEyePosition
ScriptFindKey
ScriptFindNamedEntity
ScriptFirstMoveChild
ScriptGetAngles
ScriptGetAttachmentAngles
ScriptGetAttachmentOrigin
ScriptGetBoundingMaxs
ScriptGetBoundingMins
ScriptGetFirstSubKey
ScriptGetForward
ScriptGetFov
ScriptGetKeyValueBool
ScriptGetKeyValueFloat
ScriptGetKeyValueInt
ScriptGetKeyValueString
ScriptGetLeft
ScriptGetLocalAngularVelocity
ScriptGetModelKeyValues
ScriptGetModelName
ScriptGetMoveParent
ScriptGetNextKey
ScriptGetOldestScene
ScriptGetPartnerInstanceHandle
ScriptGetPlayerSpeechDuration
ScriptGetRootMoveParent
ScriptGetSceneByIndex
ScriptGetUp
ScriptIsKeyValueEmpty
ScriptIsMultiplayer
ScriptIsPlayerNoclipping
ScriptIsPlayerSpeaking
ScriptLoadSceneFromString
ScriptNextMovePeer
ScriptPlayerDeath
ScriptReleaseKeyValues
ScriptSetAngles
ScriptSetForward
ScriptSetFov
ScriptSetLocalAngularVelocity
ScriptSetOrigin
ScriptSetOwner
ScriptSetSize
ScriptShowHudMessageAll
ScriptSoundDuration
ScriptStartCameraShot
ScriptStatus
ScriptSteamShowURL
ScriptThink
ScriptTraceLine
ScriptUtilRemove
Scripted
Scripted Sequence stripped on level transition for %s\n
Scripted schedule %s specified an invalid enemy %s\n
Scripted sequence destroyed while in use\n
ScriptedNPCInteraction_Phases_t
ScriptedNPCInteraction_t
ScriptedSequence.SadHorn
Scripting disabled or no server running\n
ScrollBar
ScrollBar.VerticalButtonInsetX
ScrollBar.Wide
ScrollBarButton.ArmedBgColor
ScrollBarButton.ArmedFgColor
ScrollBarButton.BgColor
ScrollBarButton.DepressedBgColor
ScrollBarButton.DepressedFgColor
ScrollBarButton.FgColor
ScrollBarButtonBorder
ScrollBarButtonDepressedBorder
ScrollBarSlider
ScrollBarSlider.BgColor
ScrollBarSlider.FgColor
ScrollBarSlider.Inset
ScrollBarSlider.NobDragColor
ScrollBarSlider.NobFocusColor
ScrollBarSliderBorder
ScrollBarSliderBorderDragging
ScrollBarSliderBorderHover
ScrollBarSliderMoved
ScrollBarSliderReleased
ScrollBar_Horizontal
ScrollBar_Vertical
ScrollButtonPressed
ScrollSpeed
Search criteria:\n
SearchName
SearchThink
SearchType
Searching for entities with class/target name containing substring: '%s'\n
Second argument to Swap() (of type "
Section that the coop players have selected to load.
SecurityCamera.Detachment
SeeEntity
SeeEntityTimeout
Segment: %d, Power: %d\n
Select a corner of the currently marked Area. Use multiple times to access all four corners.
Select or deselects the given NPC(s) for later manipulation.  Selected NPC's are shown surrounded by a red translucent box\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
Select the entity under the crosshair or select entities with the specified name.
SelectWeightedSequence
Selected %d areas.\n
Selected NPC will teleport to the location that the player is looking (shown with a purple box)\n\tArguments:\t-none-
Selected NPC(s) will freeze in place (or unfreeze). If there are no selected NPCs, uses the NPC under the crosshair.\n\tArguments:\t-none-
Selected NPC(s) will go to the location that the player is looking (shown with a purple box)\n\tArguments:\t-none-
Selected Nav Areas
Selected set saved to %s.  Use 'nav_merge_mesh %s_selected_%4.4d' to merge it into another mesh.\n
SelectedImage
Selects any areas that intersect the given half-space.
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.
SelfDestruct
SelfDestructImmediately
SelfDestructThink
Send a string to the console as a command
Send server-side hitboxes for specified entity to client (NOTE:  this uses lots of bandwidth, use on listen server only).
SendPropFloat( %s ) is referencing a CNetworkVector, but must be referencing a CNetworkVectorXYZ or CNetworkVectorXY_SeparateZ
SendToConsole
Sends all selected NPC(s) to a random node.\n\tArguments:   \t-none-
Sensitivity
Sentence
SentenceMode
SentenceModeMenu
Sequence Random
Sequence Two Random
Sequence has started: %s
Sequence: (%3d) %s
Server
Server Animation
Server SelectWeightedSequence
Server game time: %f\n
Server submitting row (%s).\n
Server-side camera entity
Server: Emitting SoundEntry: %i : %s : %s : operators: %s : seed: %i\n
Server: Emitting SoundEntry: %i : %s : %s\n
Server: Missing precache for effect "%s"!\n
Server: Missing precache for particle system "%s"!\n
Server: added caption file: %s\n
ServerGameClients004
ServerGameDLL005
ServerGameEnts001
ServerGameTags001
ServerIP
ServerName
ServerUploadGameStats001
ServiceDescriptorProto
ServiceEventQueue()
ServiceOptions
SessionID
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 developer message level
Set entity angles
Set entity pitch, yaw, roll
Set how high AI bumps up ground walkers when checking steps
Set nav attribute for all areas in the selected set.
Set number of wheatley monitors destroyed by the player.
Set random goal\n
Set that we have seen the DLC tubes reveal this session.
Set the level of an audio ducking channel
Set the local angular velocity - takes float pitch,yaw,roll velocities
Set the name of %s to %s\n
Set the orientation of the entity to have this forward vector
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 see all NPC response events trigger, and which NPCs choose to respond to them.
Set to 1 to see debug related to the Question & Answer system used to create conversations between allied NPCs.
Set to 1 to start or restart the WaitingForPlayers period.
Set to a team number, and that team will all keep their combat shields raised.
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 vector goal\n
Set whether should run on NPC go
Set whether we came from the last coop DLC map or not
SetAbsOrigin
SetAbsVelocity
SetActivatedState
SetActive
SetActiveControl
SetActivity : %s: %s -> %s\n
SetActivityAndSequence : %s: %s:%s -> %s:%s / %s:%s\n
SetAdditionalAirDensity
SetAggressiveness
SetAllowDiversion
SetAllowed
SetAmmoModifier
SetAngVelocityLimit
SetAngVelocityScale
SetAngles
SetAngularLimit
SetAngularVelocity
SetAnimation
SetAnimationNoReset
SetAsActiveSpawn
SetAsBouncePainted
SetAsCurrentDefaultButton
SetAsDefaultButton
SetAttached
SetAutoExposureMax
SetAutoExposureMin
SetBlendMode
SetBloomExponent
SetBloomSaturation
SetBloomScale
SetBloomScaleRange
SetBodyGroup
SetBodygroup
SetBool
SetBusySearchRange
SetCamera
SetCameraViewEntity
SetCanShoot
SetCharge
SetCheapWaterEndDistance
SetCheapWaterStartDistance
SetClearOnContact
SetClipboardText
SetColor
SetColorLerpTo
SetColorSecondary
SetColorSecondaryLerpTo
SetCompareValue
SetCounter
SetCurrent
SetCycleFrequency
SetCycleType
SetDamage
SetDamageFilter
SetDebrisThink
SetDefaultAnimation
SetDensity
SetDepthBlurFocalDistance
SetDepthBlurStrength
SetDesiredTimescale
SetDirectionalMarker
SetDisplayText
SetDistance
SetDouble
SetDriversMaxSpeed
SetDriversMinSpeed
SetDropEnabled
SetDucking
SetEndDist
SetEndDistLerpTo
SetEnemyFilter
SetEnum
SetExactVelocityChoiceType
SetExcluded
SetExpressionOverride
SetFModAmplitude
SetFModRate
SetFModTimeOffset
SetFModType
SetFOV
SetFOVBlendTime
SetFadeColor
SetFadeEndDistance
SetFadeInDuration
SetFadeOutDuration
SetFadeStartDistance
SetFadeTime
SetFadeToBlackStrength
SetFailure
SetFailure unimplemented\n
SetFarBlurDepth
SetFarBlurRadius
SetFarFocusDepth
SetFarZ
SetFilmGrainStrength
SetFireRate
SetFloat
SetFocus
SetFocusTarget
SetFocusTargetRange
SetFogController
SetForce
SetForceClear
SetForwardVector
SetFov
SetFrequency
SetGravityScale
SetHUDVisibility
SetHaveSeenDLCTubesReveal
SetHealth
SetHingeFriction
SetHitMax
SetHitMin
SetIdealActivity : %s: %s -> %s\n
SetIdleModifier
SetIdleSequence
SetInactive
SetInt32
SetInt64
SetInterpolationTime
SetInvert
SetLaunchTarget
SetLerpValues
SetLightStyle
SetLightingOrigin
SetLightingOriginHack
SetLinearForce
SetLinearForceAngles
SetLinkageGroupId
SetLocalAngles
SetLocalContrastEdgeStrength
SetLocalContrastStrength
SetLocalOrigin
SetLogoLength
SetMagnitude
SetMapAsPlayed
SetMass
SetMaterialVar
SetMaterialVarToCurrentTime
SetMaxChildren
SetMaxDensity
SetMaxDensityLerpTo
SetMaxHealth
SetMaxLiveChildren
SetMaxPieces
SetMaxPiecesDX8
SetMaxPitch
SetMaxRagdollCount
SetMaxRange
SetMaxSlideTime
SetMaxSpeed
SetMaxValueNoFire
SetMaxYaw
SetMeasureReference
SetMeasureTarget
SetMinHitpointsThreshold
SetMinPitch
SetMinSlideTime
SetMinValueNoFire
SetMinYaw
SetMinimumSpawnDistance
SetMixLayerTriggerFactor
SetModel
SetMotionBlurAmount
SetMovementSpeed
SetMovie
SetName
SetNearBlurDepth
SetNearBlurRadius
SetNearFocusDepth
SetNearZ
SetNearZDistance
SetNextBlendMode
SetNextBlendTime
SetNextFOV
SetNextPathCorner
SetNoListRepeats
SetNorthOffset
SetOff
SetOn
SetOnAndTurnOthersOff
SetOrigin
SetOwner
SetPaint
SetParent
SetParent on static object, all constraints attached to %s (%s)will now be broken!\n
SetParentAttachment
SetParentAttachmentMaintainOffset
SetPartner
SetPath
SetPattern
SetPhysicsSpeed
SetPickupTouch
SetPlaybackRate
SetPlayerSpeed
SetPosX
SetPosY
SetPoseParameterName
SetPoseValue
SetPosition
SetPositionImmediately
SetPositionMoveDone
SetProgress
SetPushDirection
SetRechargeTime
SetRelationship
SetRemoteDestination
SetRepeatedBool
SetRepeatedDouble
SetRepeatedEnum
SetRepeatedFloat
SetRepeatedInt32
SetRepeatedInt64
SetRepeatedString
SetRepeatedUInt32
SetRepeatedUInt64
SetRotationDistance
SetRotationSpeed
SetScale
SetScreenBlurStrength
SetScriptOwnerEntity
SetScrollSpeed
SetSequence
SetShadowsDisabled
SetShadowsFromLocalLightsEnabled
SetSize
SetSortColumn
SetSpawnFrequency
SetSpeakerName
SetSpeed
SetSpeedDir
SetSpeedDirAccel
SetSpeedModRadius
SetSpeedModSpeed
SetSpeedReal
SetSpotlightTexture is disabled. If you need this feature reimplemented, tell a programmer.\n
SetSpringConstant
SetSpringDamping
SetSpringLength
SetSquad
SetSquad Input received for NPC %s, but that NPC can't use squads.\n
SetStartDist
SetStartDistLerpTo
SetState
SetStateAFalse
SetStateATrue
SetStateBFalse
SetStateBTrue
SetString
SetSuccess
SetTarget
SetTarget1
SetTarget2
SetTarget3
SetTarget4
SetTargetAttachment
SetTargetDir
SetTargetEntity
SetTargetEntityName
SetTargetPlayer
SetTargetPosition
SetTargetReference
SetTargetScale
SetTeam
SetText
SetTextColor
SetTextColor2
SetTexture
SetTextureIndex
SetTimer
SetTimescaleBlendTime
SetTitle
SetToggleState
SetTonemapRate
SetTonemapScale
SetTrack
SetTrackSpeed
SetUInt32
SetUInt64
SetUMax
SetUMin
SetUseCustomUVs
SetVMax
SetVMin
SetValue
SetValueCompare
SetValueNoFire
SetValueTest
SetVelocity
SetVelocityLimit
SetVelocityLimitDelta
SetVelocityLimitTime
SetVelocityScale
SetVignetteBlurStrength
SetVignetteEnd
SetVignetteStart
SetVisibleTime
SetWideFOVForSeconds
Sets a bodygroup
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 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 time to complete a coop map from spawn to completing the puzzle.
Sets this entity's owner
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 a new func_tank
Setting hinge friction to %f\n
Setting ignore on object %s
Setting invalid soundscape, %s, as the active soundscape. There is probably no script entry matching this name. BUG THIS!\n
Sffffff.
ShadowCastDistThink
Shake
Shake the screen.
ShakeRopes
SharedObjectCache for %s (%d types):\n
SharedVar_m_sharedBlobData
SharedVar_m_sharedBlobDataMutex
Shatter
Shifting mesh by %f,%f\n
Shifts the selected areas by the specified amount
Shoot
ShootArcThink
ShootFutbol
ShootGun
ShootThink
Shot regulator in rest interval
Should held objects collide with players
Should paint blobs apply an impulse when they impact physics objects?
ShouldChooseNewEnemy() --> false\n
ShouldChooseNewEnemy() --> true (1)\n
ShouldChooseNewEnemy() --> true (2)\n
ShouldChooseNewEnemy() --> true (3)\n
ShouldChooseNewEnemy() --> true (4)\n
ShouldComparetoValue
ShouldRespawn
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 areas that are potentially visible from the current nav area
Show bbox and dismount points for all ladders (must be set before level load.)\n
Show center print text message.
Show current 'danger' levels.
Show current player counts in each area.
Show entity contexts in ent_text display
Show human gib entities
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 random expression decisions for NPCs.
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 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.
ShowHelp
ShowHint
ShowHudHint
ShowLogo
ShowMenu
ShowMessage
ShowNewControlMenu
ShowSprite
ShowSurvey
ShowViewFinder
ShowingPotatos
Shows memory of NPC.  Draws an X on top of each memory.\n\tEluded entities drawn in blue (don't know where it went)\n\tUnreachable entities drawn in green (can't get to it)\n\tCurrent enemy drawn in red\n\tCurrent target entity drawn in magenta\n\tAll other entities drawn in pink\n\tArguments:   \t{npc_name} / {npc class_name} / no argument picks what player is looking at
Shows that bones that are setup every think
Shows trigger brushes
Shut down wrote to '%s'\n
Shutdown
ShutdownRequest
Sidekick
Silent
SilentDissolve
Simple
Simple Cubic
Simplified path\n
Simulation
Size:  %d items\n
SizeMax
SizeMin
Skin: %d
SkinNumber
SkinType
SkipStateChanged
Skipped enemy selection due to schedule restriction\n
Skipping unrecongized subcriterion '%s' in '%s'\n
Skips SetupBones when npc's are outside the PVS
SkyboxName
Slack
Sleep
SlideTouch
Slider
Slot:  %s (%d)\n
Slow %.1f, %s %.1f 
Smoke
SmokeMaterial
SmokeTrail
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
SndEmitterSystem
SniperPenetratedRound
SniperRound
Socketed
Solid
Solidity
Solve the procedural puzzle generator.
Solving ragdoll self penetration! %s (%s) (%d v %d)\n
Sort particles
Sound Speed: %.3f\n
SoundCommand_t
SoundCommand_t pool
SoundData
SoundLevel
SoundMask
SoundPointerForIndex() - Index < 0!\n
SoundPointerForIndex() - Index too large!\n
SoundSystem001
Soundlist: %d / %d  (%d)\n
SourceAppID
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
SpatialEntityFadeInThink
SpatialEntityFadeOutThink
SpatialPartition001
Spawn
Spawn airboat in front of the player.
Spawn jeep in front of the player.
SpawnDust
SpawnEntity
SpawnEntityAtEntityOrigin
SpawnEntityAtEntityOriginFromScript
SpawnEntityAtLocation
SpawnEntityAtLocationFromScript
SpawnEntityAtNamedEntityOrigin
SpawnEntityAtNamedEntityOriginFromScript
SpawnEntityFromScript
SpawnFrequency
SpawnMultiple
SpawnNPCInLine
SpawnNPCInRadius
SpawnRate
Spawner %s spawning even though seen due to notarget\n
SpawnerName
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
SpeakerThink
Specified '%s' as a busy anim name, and it's not in the act busy anim list.\n
Spectator
Speed
Speed %.1f  T/S/B (%.0f/%.0f/%.1f)
Speed cur (target): %3.2f (%3.2f)
Speed: %i (%i)
SpeedMax
SpeedNoise
Spew choreo. Use a sub-string or * to display all events.
Spew information on dropping objects due to error
Spew touch link activity
Spin
SpinDownMove
SpinThink
SpinUpMove
Splash
Splash.SplashSound
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
SprayCan.Paint
SpreadSpeed
Sprite
Sprite Spray
Squad Transition Point
Squad: 
SquadMemberDied
SquadSlot:%s
Squads
Standoff behavior parms changed
Start
Start Enabled Chance: %f%%
Start TASK_STOP_MOVING\n
Start Time: %f
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
StartAsBox
StartBackward
StartBreakableMovement
StartCharge
StartCommentary
StartConceptModifier
StartDirection
StartDisabled
StartDischarge
StartEffect
StartEnabled
StartFindingNPCs
StartFire
StartFiring
StartFloatLerp
StartFogTransition
StartForward
StartGame
StartHintDisabled
StartLagCompensation
StartLargeFX
StartMap
StartMeasuring
StartMovement
StartOn
StartOpen
StartOverlays
StartParticleSystemThink
StartPatrol
StartPatrolBreakable
StartPosition
StartRagdollBoogie
StartSchedule
StartScripting
StartShake
StartSize
StartSmallFX
StartSound
StartSpark
StartSpinningThink
StartState
StartSurvey
StartTalking
StartTaunt
StartTilt
StartTime
StartTouch
StartUnstoppableCommentary
StartWithFutbol
StartWithHotPotato
Starting a forced interaction
Starting benchmark in %d seconds...\n
Starting benchmark!\n
StartingTeam
StartingTeamNum
Starts a remote bug on machine aliased <name>. See scripts/remotebugids.txt for alias list.\n
Starts the nerve gas timer.
State
State: %s
State: %s, 
State: %s\n
State: Active
State: Disabled
State: Enabled
State: Inactive
State: Off
State: On
StaticDecal
StaticPropMgrServer002
Stats
StatsCrawlMsg
StatusLabel
StayAtCover
Steam
SteamClient017
SteamController005
SteamFriends015
SteamGameCoordinator001
SteamGameServer012
SteamGameServerStats001
SteamGameStats001
SteamMatchMaking009
SteamMatchMakingServers002
SteamNetworking005
SteamUser019
SteamUtils009
Steamworks Stats: Ending SERVER session id: %llu\n
Steamworks Stats: No stats collection because steamworks_stats_disable is set to 1.\n
Steamworks Stats: Received SERVER session id: %i\n
Steamworks Stats: Requesting SERVER session id.\n
Steamworks Stats: SERVER session id not available.\n
Steer
StepSounds
StickyGibTouch
Stone.Huge
Stone.Large
Stone.Medium
Stone.Small
Stop
Stop %s, start %s\n
Stop continuously adding to the selected set.
Stop continuously removing from the selected set.
Stop dragging a selection area.
StopAtStartPos
StopBreakableMovement
StopEffect
StopFindingNPCs
StopFiring
StopMeasuring
StopMoveSound
StopOverlays
StopPatrol
StopPlayEndCap
StopScenes
StopSchedule
StopScripting
StopShake
StopSound
StopSound:  '%s' stopped as '%s' (ent %i)\n
StopSound:  Raw wave stopped '%s' (ent %i)\n
StopSpark
StopTilt
StopWaitingForActor
Stopping scripted schedule
Stops all particle systems on the selected entities.\n\tArguments:   \t{entity_name} / {class_name} / no argument picks what player is looking at 
StoreUndo
Stores the current selected set for later retrieval.
Stress: %.2f
Stress: %.2f (%.2f / %.2f)
Strict
Strider
StriderMinigun
StrikeOnce
StrikeThink
StrikeTime
String literals cannot cross line boundaries.
Strip
StripWeaponsAndSuit
Stripped\n
Strips all Hiding Spots, Approach Points, and Encounter Spots from the current Area.
Stuck on top of something
Studio activity sequence mapping leak! (%s, %d)\n
SubTabPosition
Subdiv
Subdivides all selected areas.
Subject
Subject:%s,Distance:%f
SubscribedType
Subtract
SubtractFromTimer
Subtracts half of the target's ammo
SuccessConceptModifier
SuccessDistance
Successfully loaded particle effects manifest '%s' for map '%s'\n
SuitRecharge.ChargingLoop
SuitRecharge.Deny
SuitRecharge.Start
SuppressAnimSounds
SuppressThink
Suppressing %s\n
Surface Normal:\t(%f, %f, %f)\n
Surface Shatter
Surface behind portal is moving.\n
Surface removed from behind portal.\n
SurfaceTouch
Surplus %s removed\n
Suspicious navigation goal tolerance specified\n
Swap
Swap through the skyboxes in our queue
SwapModel
Swim
SwitchOverlay
Switched to state: %d (%s)\n
Sxt\f
Symbol name "
T0\ff
T1(1
T1\nf
T7\fk
T9(1
T9\f9
TARGET
TASK_
TASK_ACTBUSY_GET_PATH_TO_ACTBUSY
TASK_ACTBUSY_PLAY_BUSY_ANIM
TASK_ACTBUSY_PLAY_ENTRY
TASK_ACTBUSY_PLAY_EXIT
TASK_ACTBUSY_TELEPORT_TO_BUSY
TASK_ACTBUSY_VERIFY_EXIT
TASK_ACTBUSY_WALK_PATH_TO_BUSY
TASK_ADD_HEALTH
TASK_ANNOUNCE_ATTACK
TASK_BIG_FLINCH
TASK_CLEAR_COMMAND_GOAL
TASK_CLEAR_FAIL_SCHEDULE
TASK_CLEAR_HINTNODE
TASK_CLEAR_LASTPOSITION
TASK_CLEAR_MOVE_WAIT
TASK_CREATE_PENDING_WEAPON
TASK_DEBUG_BREAK
TASK_DEFER_DODGE
TASK_DIE
TASK_ENABLE_SCRIPT
TASK_FACE_AWAY_FROM_SAVEPOSITION
TASK_FACE_ENEMY
TASK_FACE_HINTNODE
TASK_FACE_IDEAL
TASK_FACE_LASTPOSITION
TASK_FACE_PATH
TASK_FACE_PLAYER
TASK_FACE_REASONABLE
TASK_FACE_SAVEPOSITION
TASK_FACE_SCRIPT
TASK_FACE_TARGET
TASK_FALL_TO_GROUND
TASK_FIND_BACKAWAY_FROM_SAVEPOSITION
TASK_FIND_COVER_FROM_BEST_SOUND
TASK_FIND_COVER_FROM_ENEMY
TASK_FIND_COVER_FROM_ORIGIN
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY
TASK_FIND_HINTNODE
TASK_FIND_LATERAL_COVER_FROM_ENEMY
TASK_FIND_LOCK_HINTNODE
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY
TASK_FIND_NODE_COVER_FROM_ENEMY
TASK_FORGET
TASK_FREEZE
TASK_GATHER_CONDITIONS
TASK_GET_CHASE_PATH_TO_ENEMY
TASK_GET_FLANK_ARC_PATH_TO_ENEMY_LOS
TASK_GET_FLANK_RADIUS_PATH_TO_ENEMY_LOS
TASK_GET_PATH_AWAY_FROM_BEST_SOUND
TASK_GET_PATH_OFF_OF_NPC
TASK_GET_PATH_TO_BESTSCENT
TASK_GET_PATH_TO_BESTSOUND
TASK_GET_PATH_TO_COMMAND_GOAL
TASK_GET_PATH_TO_ENEMY
TASK_GET_PATH_TO_ENEMY_CORPSE
TASK_GET_PATH_TO_ENEMY_LKP
TASK_GET_PATH_TO_ENEMY_LKP_LOS
TASK_GET_PATH_TO_ENEMY_LOS
TASK_GET_PATH_TO_GOAL
TASK_GET_PATH_TO_HINTNODE
TASK_GET_PATH_TO_INTERACTION_PARTNER
TASK_GET_PATH_TO_LASTPOSITION
TASK_GET_PATH_TO_PLAYER
TASK_GET_PATH_TO_RANDOM_NODE
TASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS
TASK_GET_PATH_TO_SAVEPOSITION
TASK_GET_PATH_TO_SAVEPOSITION_LOS
TASK_GET_PATH_TO_TARGET
TASK_GET_PATH_TO_TARGET_WEAPON
TASK_IGNORE_OLD_ENEMIES
TASK_INVALID
TASK_ITEM_PICKUP
TASK_ITEM_RUN_PATH
TASK_LOCK_HINTNODE
TASK_MARK_COMMAND_GOAL_POS
TASK_MELEE_ATTACK1
TASK_MELEE_ATTACK2
TASK_MOVE_AWAY_PATH
TASK_MOVE_TO_GOAL_RANGE
TASK_MOVE_TO_TARGET_RANGE
TASK_MYCUSTOMTASK
TASK_PLANT_ON_SCRIPT
TASK_PLAY_HINT_ACTIVITY
TASK_PLAY_PRIVATE_SEQUENCE
TASK_PLAY_PRIVATE_SEQUENCE_FACE_ENEMY
TASK_PLAY_SCENE
TASK_PLAY_SCRIPT
TASK_PLAY_SCRIPT_POST_IDLE
TASK_PLAY_SEQUENCE
TASK_PLAY_SEQUENCE_FACE_ENEMY
TASK_PLAY_SEQUENCE_FACE_TARGET
TASK_PRE_SCRIPT
TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY
TASK_RANDOMIZE_FRAMERATE
TASK_RANGE_ATTACK1
TASK_RANGE_ATTACK2
TASK_REACT_TO_COMBAT_SOUND
TASK_RELOAD
TASK_REMEMBER
TASK_RESET_ACTIVITY
TASK_RUN_PATH
TASK_RUN_PATH_FLEE
TASK_RUN_PATH_FOR_UNITS
TASK_RUN_PATH_TIMED
TASK_RUN_PATH_WITHIN_DIST
TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET
TASK_SCRIPT_RUN_TO_TARGET
TASK_SCRIPT_WALK_TO_TARGET
TASK_SET_ACTIVITY
TASK_SET_FAIL_SCHEDULE
TASK_SET_GOAL
TASK_SET_IDEAL_YAW_TO_CURRENT
TASK_SET_ROUTE_SEARCH_TIME
TASK_SET_SCHEDULE
TASK_SET_TOLERANCE_DISTANCE
TASK_SMALL_FLINCH
TASK_SOUND_ANGRY
TASK_SOUND_DEATH
TASK_SOUND_DIE
TASK_SOUND_IDLE
TASK_SOUND_PAIN
TASK_SOUND_WAKE
TASK_SPEAK_SENTENCE
TASK_SPECIAL_ATTACK1
TASK_SPECIAL_ATTACK2
TASK_STOP_MOVING
TASK_STOP_MOVING Complete\n
TASK_STORE_BESTSOUND_IN_SAVEPOSITION
TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION
TASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION
TASK_STORE_LASTPOSITION
TASK_STORE_POSITION_IN_SAVEPOSITION
TASK_STRAFE_PATH
TASK_SUGGEST_STATE
TASK_TALKER_SPEAK_PENDING
TASK_TARGET_PLAYER
TASK_TURN_LEFT
TASK_TURN_RIGHT
TASK_USE_SMALL_HULL
TASK_VEHICLEDRIVER_GET_PATH
TASK_WAIT
TASK_WAIT_FACE_ENEMY
TASK_WAIT_FACE_ENEMY_RANDOM
TASK_WAIT_FOR_MOVEMENT
TASK_WAIT_FOR_MOVEMENT_STEP
TASK_WAIT_FOR_SCRIPT
TASK_WAIT_FOR_SPEAK_FINISH
TASK_WAIT_INDEFINITE
TASK_WAIT_PVS
TASK_WAIT_RANDOM
TASK_WAIT_UNTIL_NO_DANGER_SOUND
TASK_WALK_PATH
TASK_WALK_PATH_FOR_UNITS
TASK_WALK_PATH_TIMED
TASK_WALK_PATH_WITHIN_DIST
TASK_WANDER
TASK_WEAPON_CREATE
TASK_WEAPON_FIND
TASK_WEAPON_PICKUP
TASK_WEAPON_RUN_PATH
THEM
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
TICK:%5d:Ragdoll separation count: %d\n
TINT_RGB
TINY_CENTERED_HULL
TINY_FLUID_HULL
TINY_HULL
TLK_ALLY_KILLED
TLK_ALYX_ENEMY_DEAD
TLK_ANSWER
TLK_ANSWER_HELLO
TLK_ATE_FOOD
TLK_ATTACKING
TLK_BALLSOCKETED
TLK_BETRAYED
TLK_BUILDING_OBJECT
TLK_BURNED
TLK_CAPTURED_POINT
TLK_CAPTURE_BLOCKED
TLK_CART_MOVING_BACKWARD
TLK_CART_MOVING_FORWARD
TLK_CART_STOP
TLK_COMMANDED
TLK_COMMAND_FAILED
TLK_DANGER
TLK_DANGER_ZOMBINE_GRENADE
TLK_DARKNESS_FLASHLIGHT_EXPIRED
TLK_DARKNESS_FOUNDENEMY_BY_FLASHLIGHT
TLK_DARKNESS_FOUNDPLAYER
TLK_DARKNESS_HEARDSOUND
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT
TLK_DARKNESS_LOSTENEMY_BY_FLASHLIGHT_EXPIRED
TLK_DARKNESS_LOSTPLAYER
TLK_DARKNESS_UNKNOWN_WOUND
TLK_DENY_COMMAND
TLK_DETONATED_OBJECT
TLK_DIED
TLK_DISSOLVESCREAM
TLK_ELECTROCUTESCREAM
TLK_ENEMY_BURNING
TLK_ENEMY_DEAD
TLK_FIREMINIGUN
TLK_FIREWEAPON
TLK_FIZZLED
TLK_FLAGCAPTURED
TLK_FLAGPICKUP
TLK_FLASHLIGHT_ILLUM
TLK_FLASHLIGHT_OFF
TLK_FLASHLIGHT_ON
TLK_FOUNDPLAYER
TLK_GIVEAMMO
TLK_HEAL
TLK_HEALTARGET_CHARGEDEPLOYED
TLK_HEALTARGET_CHARGEREADY
TLK_HEALTARGET_STARTEDHEALING
TLK_HEALTARGET_STOPPEDHEALING
TLK_HELD_PHYSICS_IMPACT
TLK_HELLO
TLK_HELLO_NPC
TLK_HELP_ME
TLK_HIDEANDRELOAD
TLK_HURT
TLK_IDLE
TLK_IDLE: %s SUCCESSFUL FindResponse\n
TLK_IDLE: %s did not FindResponse\n
TLK_JOINPLAYER
TLK_KILLED_OBJECT
TLK_KILLED_PLAYER
TLK_LEAD_ARRIVAL
TLK_LEAD_ATTRACTPLAYER
TLK_LEAD_CATCHUP
TLK_LEAD_COMINGBACK
TLK_LEAD_IDLE
TLK_LEAD_MISSING_WEAPON
TLK_LEAD_RETRIEVE
TLK_LEAD_START
TLK_LEAD_SUCCESS
TLK_LEAD_WAITOVER
TLK_LOOK
TLK_LOST_CONTROL_POINT
TLK_LOST_OBJECT
TLK_MANY_ENEMIES
TLK_MEDIC_CHARGEDEPLOYED
TLK_MEDIC_CHARGEREADY
TLK_MEDIC_STARTEDHEALING
TLK_MEDIC_STOPPEDHEALING
TLK_MINIGUN_FIREWEAPON
TLK_MOBBED
TLK_MORTAL
TLK_NEWWEAPON
TLK_NOSHOOT
TLK_ONFIRE
TLK_PASSENGER_NEW_RADAR_CONTACT
TLK_PHELLO
TLK_PHYSICS_IMPACT
TLK_PIDLE
TLK_PLAYER_ACTIVATECHARGE
TLK_PLAYER_ATTACKER_PAIN
TLK_PLAYER_BATTLECRY
TLK_PLAYER_BURNED
TLK_PLAYER_CHARGEREADY
TLK_PLAYER_CHEERS
TLK_PLAYER_CLOAKEDSPY
TLK_PLAYER_DISPENSERHERE
TLK_PLAYER_DROP
TLK_PLAYER_EXPRESSION
TLK_PLAYER_GO
TLK_PLAYER_GOODJOB
TLK_PLAYER_HELP
TLK_PLAYER_INCOMING
TLK_PLAYER_JEERS
TLK_PLAYER_KILLED
TLK_PLAYER_KILLED_NPC
TLK_PLAYER_LEFT
TLK_PLAYER_MEDIC
TLK_PLAYER_MOVEUP
TLK_PLAYER_NEGATIVE
TLK_PLAYER_NICESHOT
TLK_PLAYER_NO
TLK_PLAYER_PAIN
TLK_PLAYER_PICKED_UP_ITEM
TLK_PLAYER_PICKUP
TLK_PLAYER_POSITIVE
TLK_PLAYER_RIGHT
TLK_PLAYER_SENTRYAHEAD
TLK_PLAYER_SENTRYHERE
TLK_PLAYER_SHOT
TLK_PLAYER_TAUNT
TLK_PLAYER_TAUNTS
TLK_PLAYER_TELEPORTERHERE
TLK_PLAYER_THANKS
TLK_PLAYER_THROW
TLK_PLAYER_YES
TLK_PLDEAD
TLK_PLHURT
TLK_PLHURT1
TLK_PLHURT2
TLK_PLHURT3
TLK_PLPUSH
TLK_PLRELOAD
TLK_PLYR_PHYSATK
TLK_PORTALED
TLK_PQUESTION
TLK_QUESTION
TLK_REMARK
TLK_REMARKs will be dispatched no more than this many times for any given info_remarkable
TLK_ROUND_START
TLK_SEE_COMBINE
TLK_SELECTED
TLK_SHOT
TLK_SMELL
TLK_SPOTTED_HEADCRAB_LEAVING_ZOMBIE
TLK_SPOTTED_INCOMING_HEADCRAB
TLK_SPOTTED_ZOMBIE_WAKEUP
TLK_SPY_SAPPER
TLK_STALEMATE
TLK_STARE
TLK_STARTCOMBAT
TLK_STARTFOLLOW
TLK_STOP
TLK_STOPFOLLOW
TLK_SUDDENDEATH_START
TLK_TELEPORTED
TLK_USE
TLK_WATCHOUT
TLK_WINDMINIGUN
TLK_WOUND
TOURGUIDE
TRAIL_LENGTH
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 
TRAVEL
TRUE
TURNHACK
TURNING
T\npk
TabPosition
Tactical: Cover Low
Tactical: Cover Medium
Tactical: Enemy Disadvantage
Tactical: High Ground
Tactical: Pinch
TakeOverAsMaster
TakePhoto
TalkingThink
Target
Target Pos:   %3.3f
Target Pos: %3.3f
Target not within XY_LENIENCY!\n
Target not within Z_LENIENCY!\n
Target:   -  
Target: %s
TargetCDAudio - Track %d out of range\n
TargetDir
TargetEntity
TargetNode
TargetPlayer
TargetReference
TargetScale
Task
Task %d (#%d), 
Task:
Task: %s (#%d), 
Task: None
Tasks
TauntID
TeamBallTease
TeamEggTease
TeamNum
TeamPlayerToLookAt
TeamToLookAt
Teamplay
Teleport
Teleport the specified bot to the specified position & angles.\n\tFormat: bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll>
Teleport the specified entity to where the player is looking.\n\tFormat: ent_teleport <entity name>
Teleport trigger '%s' cannot find destination named '%s'!\n
TeleportEntity
TeleportPlayerToProxy
TeleportToCurrentPos
TeleportToPathNode
TeleportToView
Teleporting %s inside 'ForceEntityToFitInPortalWall'\n
Tells the client that a successful speed run has been completed.
Template Connection Found: Key %s ("%s") in entity named "%s"(%d) matches entity %d's targetname\n
Template NPC Spawner (%s) doesn't have any spawn destinations!\n
Template01
Template02
Template03
Template04
Template05
Template06
Template07
Template08
Template09
Template10
Template11
Template12
Template13
Template14
Template15
Template16
TemplateEntityData_t
TemplateName
Templates
Temporary for testing what will happen when a taunt item is in inventory.
TeslaHitboxes
Test
Test AI LOS from the player's POV
Test Item %d
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 if a portal is on a white painted surface and fizzle if it goes away.  Test it EVERY FRAME.
Test networking visibility distance
Test paint
Test the procedural puzzle generator.
Test the selected set for being on stairs
Test vgui panel positioning with title safe indentation
TestActivator
TestProjectionChanges
TestProjectionChangesThink
TestRestingSurfaceThink
TestWithInterval
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 connection between %d and %d:\n
Testing kd-tree entity queries.
Tests collision detection
Tests collision system
Tests for scripted sequences that are embedded in the world. Run through your map with this set to check for NPCs falling through the world.
Tests hull collision detection
Tests if the DLC1 is installed for Try/Catch blocks.
Tests spatial partition for entities queries.
Text
Text that team leader from each team must speak for the match to begin
TextChanged
TextClicked
TextEntry
TextEntry.BgColor
TextEntry.CursorColor
TextEntry.DisabledBgColor
TextEntry.DisabledTextColor
TextEntry.FocusEdgeColor
TextEntry.OutOfFocusSelectedBgColor
TextEntry.SelectedBgColor
TextEntry.SelectedTextColor
TextEntry.TextColor
TextKillFocus
TextMsg
TextNewLine
Texture1
Texture2
Texture3
Texture4
Texture: %s\n
TextureScale
TextureScroll
Tfff.
Tffff.
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 acceleration of the paint blobs while in a tractor beam to get up to tractor beam speed
The air drag applied to the paint blobs.
The amount of time between thinks for the portal_pointpush.
The amount of time the cube needs to be touched before it gets enabled again.
The amount of velocity the monster turret tries to move with.
The angle of impact below which the paint blobs will streak paint.
The cooldown time for the use key after the player picks up the futbol.
The cooldown time for the use key after the player picks up the hot potato.
The damage of the explosion for the exploding futbol.
The damage of the explosion for the hot potato.
The distance from the fizzler at which an object is within range to create a vortex.
The elasticity of a collision with a bounce paint surface. Values should be in the range [0, 1].
The ending color of the exploding futbol, before it starts the final explode sequence.
The ending color of the hot potato, before it starts the final explode sequence.
The final color of the exploding futbol, right before it explodes.
The final color of the hot potato, right before it explodes.
The flash duration of the exploding futbol, right before it explodes.
The flash duration of the hot potato, right before it explodes.
The gravity scale of the paint blobs.
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 lifetime of the paintblobs if they have a limited range.
The magnitude of the explosion for the exploding futbol.
The magnitude of the explosion for the hot potato.
The max height of the turrets firing view cone (in degrees)
The max time that the turret will burn for.
The maximum difference between two colors for matching.
The maximum number of areas to draw in edit mode
The min time that the turret will burn for.
The minimum speed into the surface to activate a trampoline bounce.
The minimum upward speed the player will jump off the wall with when reflection bounce wall jumps are enabled.
The minimum velocity of the paint blobs on exiting portals.
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 needs a full nav_analyze\n
The number of times the blobs movement code is run per second.
The offset of the nav drag volume bottom from center
The offset of the nav drag volume top from center
The percentage of damage taken at the edge of the explosion.
The player entity.
The player must be looking roughly in the direction she's travelling to get activate an auto long jump.
The player should lose the power after having it for player_paint_effects_duration.
The radius of the explosion for the exploding futbol.
The radius of the explosion for the hot potato.
The radius of the query sphere used to find the color of a light map at a contact point in world space.
The range of the trace for the paint blobs while streaking.
The rate at which the cube should think when it is disabled.
The scale size of the entity
The server session ID for the new steamworks gamestats.
The server tries to keep each player's m_nTickBase withing this many msecs of the server absolute tickcount
The space bar can activate the initial bounce in trampoline bounce mode.
The start color for the futbol flashing before it explodes.
The start color for the hot potato flashing before it explodes.
The starting color of the exploding futbol.
The starting color of the hot potato.
The thickness of a contact region (how much the box expands).
The time before the futbol explodes when it start to flash.
The time before the hot potato explodes when it start to flash.
The upward velocity added when bouncing off a wall
There are no entries in the Place database.\n
Think
ThinkFunc
ThinkIdle
Thinking: %s
This command only works in multiplayer coop.
This game doesn't support server benchmarks (no CServerBenchmarkHook found).
This is a medium Bot%02i
This is a super long bot name that is too long for the game to allow%02i
This program requires version 
This program was compiled against version 
This shouldn't be called if all the sizes are equal.
ThreadedInit
Threshold at which the wall jump helper will bring the player's velocity in line with the surface normal
Throttle
Throttle: %s, Reverse: %s\n
ThrownThink
Thumper
Ticks per second    : %.2f\n
Tight
Tilt
Time
Time (in seconds) between coop pings
Time amount before breaking player out of toggle zoom.
Time spend frozen in observer freeze cam.
Time taken for an ally to regenerate a point of health.
Time taken to zoom in to frame a target in observer freeze cam.
Time that the specified player has been silent on the mic.
Time to use a slightly expanded box for contacts right after teleportation.
Time to wait between particle system restarts when the player gets painted multiple times in rapid succession.
Time:   %3.2f
Time: %.2f, Speed: %.2f, MaxSpeed: %.2f
TimeSubmitted
TimeToComplete
TimeToTrigger
TimeoutThink
Timer
Timer expires in: %.2f
TimerDuration
TimerIndicatorName
TimerThink
TimerThinkContext
Times the cost of each active object
TippedThink
TitleButtonBorder
TitleButtonDepressedBorder
TitleButtonDisabledBorder
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.
Toggle
Toggle debug draw and and messages for jump helper.
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 whether bounce reflections after falling off a ledge without jumping add upward hop velocity on the first bounce.
Toggle whether the player is funneled into portals while running on speed paint.
Toggle.  Player takes damage but won't die. (Shows red cross when health is zero)
Toggle. Player becomes hidden to NPCs.
Toggle. Player becomes invulnerable.
Toggle. Player becomes non-solid and flies.  Optional argument of 0 or 1 to force enable/disable
ToggleAlternatePath
ToggleButton
ToggleButton.SelectedTextColor
ToggleColumnVisible
ToggleDirection
ToggleEnabled
TogglePath
TogglePotatosThink
ToggleSound
ToggleSpark
ToggleSprite
ToggleStateA
ToggleStateB
ToggleTest
ToggleThink
ToggleUse
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 graph connection display for the node that the player is looking at.  Nodes that are connected to the selected node by the net graph will be drawn in red with magenta lines connecting to the selected node.  Nodes that are not connected via the net graph from the selected node will be drawn in blue.
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 node display.  First call displays the nodes for the given network as green objects.  Second call  displays the nodes and their IDs.  Nodes are color coded as follows:\n\tGreen\t\t- ground node\n\tCyan\t\t- air node\n\tMagenta\t- climb node\n\tGrey\t\t- node not available for selected hull size\n\tOrange \t- node currently locked
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 visibility display for the node that the player is looking at.  Nodes that are visible from the selected node will be drawn in red with yellow lines connecting to the selected node.  Nodes that are not visible from the selected node will be drawn in blue.
TonemapName
TonemapSystem
Too few parameters.  Usage: bot_command <bot name> <command string...>\n
Too few parameters.  Usage: bot_selectweapon <bot name> <weapon name>\n
Too few parameters.  bot_equip <bot name> <item name>\n
Too few parameters.  bot_teleport <bot name> <X> <Y> <Z> <Pitch> <Yaw> <Roll>\n
Too frozen
Too many entities across a transition!\n
Too many entities handled by ai_relationship %s\n
Tool '%s' missing required type.
ToolTipBorder
Tooltip.BgColor
Tooltip.TextColor
TopDownTight
Total %d entities (%d empty, %d edicts)\n
Total time          : %.2f seconds\n
Touch
TouchChangeLevel
TouchTest
TouchType
Trace found %s, dist %.2f\n
Trace using: %s\n
Trace: %d, contents %d, enumerate %d\n
TraceLine
TracePlayerBBoxForGround
TraceTotal
Tracer
TracerSound
TracerThink
TrackTrain %s arrived at %s, speed to %4.2f\n
TractorBeamThink
TractorThink
Trail Length Random
TrailLength
Train
Train %s speed to %4.2f\n
Trampoline bounce activates a wall jump if the player walks into a wall.
Transferring %s (%d)\n
TransitionFade
TransitionReady ()
TranslateViewToProxy
TranslationData
TranslucencyLimit
Translucent
TreeImage
TreeNode
TreeNodeDropPanel
TreeNodeText
TreeView
TreeView.BgColor
TreeViewFinishRangeSelection
TreeViewItemDeselected
TreeViewItemSelected
TreeViewItemSelectionCleared
TreeViewStartRangeSelection
Tried to call SetMass() on %s but it has no physics.\n
Tried to merge messages of different types.
Tried to use Activity %d as a busy anim, and it's not in the act busy anim list.\n
Trigger
Trigger NPC to think
TriggerAndWait
TriggerCDAudio - Track %d out of range\n
TriggerDecal
TriggerHitPoints
TriggerProximity - Missing measure target or measure target with no origin!\n
TriggerResponseEvent
TriggerThink
TriggerTrackChange
Triggering portal wall '%s'...\n
TripwireAimTarget
TripwireMode
TryDLC1InstalledOrCatch
Trying %s (%s): 
Trying to load more than 9 menu items in voicecommands.txt, extras ignored
Trying to precache breakable prop, but has no model name\n
TumbleThink
TurnOff
TurnOffDisplay
TurnOffPotatos
TurnOn
TurnOnDisplay
TurnOnPotatos
Turns Off the Potatos material light
Turns On the Potatos material light
Turns off interactive fish behavior. Fish become immobile and unresponsive.
Turns on the absbox for all active physics objects
Turns on turbo physics
TurretRange
Twist
Type
Type appears to be in generated pool but wasn't 
Type is already registered: 
U,ff.
UGCOperation
UI/menu_focus.wav
ULt\n
UNDERWATER 
UNHELDRELIEF
UNKNOWN
UNKNOWN TEAM
UNUSED
UNUSED_job_name
URLClicked
URLLabel
URLText
USAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."\n
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\f9P
U\f9r
U\f9r(
U\f9r,
U\fFFG
U\fG9z
U\ffffff.
U\ft1f
U\ft4f
U\ft5
U\fuB=
U\fuR
U\fvc
U\fx8
UnZoom
Unable to allocate gesture
Unable to create non-precached breakmodel %s\n
Unable to create object of type %d\n
Unable to create tool implementation for '%s', of type '%s'.
Unable to find a filename to save the selected set to disk.\n
Unable to find ai_goal_actbusy_queue %s's exit node: %s\n
Unable to find ai_goal_actbusy_queue %s's node %d: %s\n
Unable to find base equip region named "%s" for conflicts.
Unable to find exclusion %s for damage effect %s.\n
Unable to find mapping for flexcontroller %i, settings %p on %i/%s\n
Unable to find other equip region named "%s" for conflicts.
Unable to get accurate read on whether bodygroup '%s' is enabled or disabled by default. (The schema is fine, but the code is confused and could stand to be made smarter.)\n
Unable to load #included script %s\n
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 open %s for precache logging\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 the selected set to disk.\n
Unaccounted
Unapplied multidamage left in the system:\nTarget: %s\nInflictor: %s\nAttacker: %s\nDamage: %.2f\n
Unassigned
UnblockNav
Uncheck
Underwater.BulletImpact
Undo
Unexpected EOF in quoted string
Unexpected double-death-cleanup\n
Unexpected failure while serializing option submessage 
Unhandled animation event %d for %s\n
Unhandled animation event %d from %s --> %s\n
Unhandled animation event %s for %s\n
UnholsterWeapon
Unimplemented type: 
UninterpretedOption
Unknown
Unknown MsgType (%d) - Not Found
Unknown attribute '%s'
Unknown command: %s\n
Unknown enumeration value of "
Unknown interpolation type %d\n
Unknown nav property %s\n
Unlock
UnlockOrientation
Unlocked
Unlocked prop_door '%s' at (%.0f %.0f %.0f) has no hardware. All openable doors must have hardware!\n
Unlocking prop_door '%s' at (%.0f %.0f %.0f) with no hardware. All openable doors must have hardware!\n
Unlocks, owns, and puts a taunt in the gesture wheel.
Unnamed
UnpinnedCornerOffsetX
UnpinnedCornerOffsetY
Unpressed
UnpressedAttack
UnpressedAttack2
UnpressedBack
UnpressedForward
UnpressedMoveLeft
UnpressedMoveRight
Unpressing...
UnreachableEnt_t
UpButton
Update
Update the nav mesh STAIRS attribute
Update(%s)
UpdateActors
UpdateAllClientData
UpdateBeamThink
UpdateBeamThinkContext
UpdateControlData
UpdateEnemyMemory
UpdateJalopyRadar
UpdateMaterialThink
UpdateParamBlend
UpdateQueryCache
UpdateStats
UpdateThink
UpdateTonemapScaleBlend
UpdateViewPostThink
UpdateViewThink
Updated %d entities.\n
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 goal pos while jumping!\n
Updating goal pos\n
UpgradePlayerPortalgun
UpgradePlayerPotatogun
Upgrades the portalgun to a dual portalgun.\n\tArguments:   \tnone 
Upgrades to the portalgun to the dual portalgun with potatos attached
Upgrading Portalgun with Potato\n
Upgrading Portalgun\n
Upper threshold velocity: %.2f
UpperRandomBound
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 <attribute>\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: nav_merge_mesh filename\n
Usage: nav_place_replace <OldPlace> <NewPlace>\n
Usage: portal_place <group #> <portal #> <pos.x pos.y pos.z> <angle.x angle.y angle.z>\n
Usage:\n   ent_dump <entity name/index/class>\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 clone models in the view model instead of physics simulated grab controller.
Use long jump helper code?
Use new style sparks.\n
Use the bendy stick-man as the player model
Use touch checks to determine when to enable the cube.
Use traces against portal environment carved wall
Use traces against portal environment displacement geometry
Use traces against portal environment static prop geometry
Use traces against portal environment world geometry
UseAreaPortalFade
UseAttachmentEyes
UseDefaultAutoExposure
UseDefaultBloomScale
UseLandmarkAngles
UseMoveDone
UseRandomTime
UseScanline
UseScreenAspectRatio
UseSuperDamageScale
UseWind
Used to debug actbusy behavior. Usage:\n1: Constantly draw lines from NPCs to the actbusy nodes they've chosen to actbusy at.\n2: Whenever an NPC makes a decision to use an actbusy, show which actbusy they've chosen.\n3: Selected NPCs (with npc_select) will report why they're not choosing actbusy nodes.\n4: Display debug output of actbusy logic.\n5: Display safe zone volumes and info.\n
UsedAsActor
User: %s
User: -LOOKING-
User: -NONE-
UserMessageBegin:  Unregistered message '%s'\n
Userid changed, clearing stats file\n
V 9J
VAvi001
VBAllocTracker001
VBik001
VDataCache003
VDebugOverlay004
VDmeMakeFileUtils001
VEHICLE
VEngineCvar007
VEngineRandom001
VEngineServer022
VEngineServerStringTable001
VFX.BridgeGlow
VFX.FizzlerDestroy
VFX.FizzlerLp
VFX.FizzlerStart
VFX.PlayerEnterTbeam
VFX.PlayerEnterTbeam_SS
VFX.TBeamNegPolarity
VFX.TBeamPosPolarity
VFX.TbeamEmitterSpinLp
VFileSystem017
VGUI Build Mode Editor
VGUIMenu
VGUI_Input005
VGUI_Panel009
VGUI_Scheme010
VGUI_Surface031
VGUI_System010
VGUI_ivgui008
VM Did not start!\n
VMDLLIB001
VMaterialSystem080
VMaterialSystem2_001
VModEnable
VModelInfoServer002
VNewAsyncFileSystem001
VP4002
VPanel
VPhysics Penetration Error (%s)!
VPhysics031
VPhysicsCollision007
VPhysicsSurfaceProps001
VPrecacheSystem001
VProcessUtils002
VResourceAccessControl001
VSCRIPT: Started VScript virtual machine using script language '%s'\n
VSERVERENGINETOOLS001
VSERVERFOUNDRY001
VSERVERTOOLS001
VScript
VScript error: A script attempted to create a scene entity mid-game. Entity creation from scripts is only allowed during map init.\n
VScript error: DoEntFire was passed an invalid entity instance.\n
VScriptManager009
VScriptPrecacheScriptSound
VScriptServer
VServerDllSharedAppSystems001
VSoundEmitter003
VStudioRender026
VUUU
V_AppendSlash: ran out of space on %s.
Valid machine aliases are:\n
ValidateScriptScope
Value
Value %s exeeds size of datatype. \n
Value must be "true" or "false" for boolean option "
Value must be identifier for boolean option "
Value must be identifier for enum-valued option "
Value must be integer for int32 option "
Value must be integer for int64 option "
Value must be non-negative integer for uint32 option "
Value must be non-negative integer for uint64 option "
Value must be number for double option "
Value must be number for float option "
Value must be quoted string for string option "
Value out of range for int32 option "
Value out of range for int64 option "
Value out of range for uint32 option "
Value: DEAD
Value: OFF
Value: ON
ValueTag
ValveBiped.Weapon_bone
Variables
VarsButton
VarsMenu
Vector from automovement to desired: %f %f\n
Vehicle %s has invalid wheel attachment for %s - no movement\n
Vehicle (%s) unable to properly initialize due to script error in (%s)!\n
VehicleLocked
VehicleScript
Vel %.1f %.1f %.1f   Ang: %.1f %.1f %.1f\n
Velocity
Velocity Cosine: %f\n
Velocity Inherit from Control Point
Velocity Noise
Velocity Random
Velocity Repulse from World
VertScrollBar
Vertical view fixup when eyes are near water plane.
VerticalGlowSize
Very Good
Vffff.
VguiScreen
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.
ViewPunch
ViewSmoothingData_t
Viewcontrol %s was enabled twice in a row!\n
Viewkick
Viewlock
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: Starting at element: %d\n
VisMon: Time: %f - Tracking %d Entities. (Max:%d)\n
VisibilityMonitor
Visible
Visible Time: %fs
VisibleTime
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
Vortigaunt
VoxelTreeBox - (%f %f %f) to (%f %f %f)\n
VoxelTreePlayerView\n
VoxelTreeSphere - (%f %f %f), %f\n
VoxelTreeView\n
WALK
WALK 
WARNING
WARNING! Field %s is using the wrong FIELD_ type!\nFix this or you'll see a crash.\n
WARNING: %s at %.0f %.0f %0.f missing modelname\n
WARNING: %s(%s) has no eye offset in .qc!\n
WARNING: AI enemy went NULL but schedule (%s) is not interested\n
WARNING: Attempted to send a steamworks gamestats row when the steamworks interface was not available!
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: Level contains NPCs but has no path nodes\n
WARNING: Momentary door (%s) start position not between 0 and 1.  Clamping.\n
WARNING: TestHull used and never returned!\n
WC/Engine map versions different...
WHOOP
WIDE_HUMAN_HULL
WIDE_SHORT_HULL
WIN32
WINDOWS
WOL: 0x%x (%s)
WRITE_BYTE called with no active message\n
WRITE_CHAR called with no active message\n
WRITE_SHORT called with no active message\n
W_Precache()
Wait
WaitDistance
WaitOverConceptModifier
WaitPointName
WaitTillLand
Waiting for script, but lost script!
WaitingForPlayers time length in seconds
WaitingThink
Wake
Walk
Walkable position marked.\n
WallPaintedEvent
Warning parsing text-format 
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: %s(%s) appears to have wrong nav type in CAI_Navigator::MoveGround()\n
Warning: AI hint has incorrect or no AI node\n
Warning: Active AI script conditions associated with an non-existant or destroyed NPC\n
Warning: COND_NOT_FACING_ATTACK set but FInAimCone is true\n
Warning: Climb Node %i has different exit heights for hull %s\n
Warning: Deleting orphaned children of %s\n
Warning: NULL Return from GetBestScent\n
Warning: NULL Return from GetBestSound\n
Warning: NavArea #%d: Truncated encounter spot list to 255\n
Warning: NavArea #%d: Truncated hiding spot list to 255\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
Warning: Spawning AI script conditions (%s) associated with an non-existant NPC\n
Warning: env_projected_texture (%s) forced off by (%s)\n
Warps the player to the marked area.
WaveHeight
Weapon in use by someone else
Weapon owned by someone else
Weapon spawning in solid!\n
Weapon went away!\n
Weapon/Item doesn't exist
WeaponDatafile
WeaponDissolve.Beam
WeaponDissolve.Charge
WeaponDissolve.Dissolve
WeaponName
WeaponResources
Weapon_Combine_Ion_Cannon
Weapon_Mortar.Impact
Weapon_Portalgun.HoldSound
Weapon_Portalgun.powerup
Weapon_functank.Single
Weapon_portalgun has no owner when trying to upgrade!\n
WeightToActivate
WeightedCube.JumpPowerActivateLong
WeightedCube.JumpPowerActivateShort
WeightedCube_Bounce
West
Wfffff.
Wffffff.
What percentage of forward velocity to add onto a ground bounce
WheelDust
When 'ent_pause' is set this will step through one waiting input / output message at a time.
When -gamestatsfileoutputonly is specified, file will be emitted here instead of to modpath\n
When a funneling prop is leaving a portal, decelerate any velocity that is in opposition to funneling by this amount per second
When computing respondents for a 'THEN ANY' rule, all rule-matching scores within this much of the best score will be considered.
When enabled, hold attack2 to rotate held objects
When firing, don't tap fire, hold it down.
When firing, use attack2.
When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location further away from player
When in WC edit mode and editing air nodes,  moves position of air node crosshair and placement location nearer to from player
When in WC edit mode restores the last deleted node
When in WC edit mode, creates a node where the player is looking if a node is allowed at that location for the currently selected hull size (see ai_next_hull)
When in WC edit mode, destroys the node that the player is nearest to looking at.  (The node will be highlighted by a red box).
When in WC edit mode, toggles laying down or air nodes instead of ground nodes
When moving, show the end location.
When on, all bots fire their guns.
When on, bot will follow the player.
When on, bot will look at what the player is looking.
When on, bot will throw current weapon.
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 faceto events.
When playing back, show the directions of look events.
When true, print amount and type of all damage received by player to console.
WhizSoundThink
WhizThinkContext
Wide
Width
Will loop action sequence
Will synch post idles
Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however).
Wind
WindAngle
WindSpeed
WindThink
WindThinkContext
WindowDisabledBgColor
WoodChunks
Wooden.Huge
Wooden.Large
Wooden.Medium
Wooden.Small
Wooden.Tiny
Workshop
WorkshopOperation
World Decal
World friction.
World gravity.
World.ApertureFacilityAlarm
World.CoreElevatorArrival
World.Wheatley.fire
World: Inhibit Combine Mines
World: Visually Interesting
World: Visually Interesting (Don't Aim)
World: Visually Interesting (Stealth)
World: Window
WorldRendererMgr001
WorldSpaceCenter
Worldcraft failed on creation...\n
Worldcraft failed on deletion...\n
Worldcraft failed on node link creation...\n
Worldcraft failed on node link deletion...\n
Worldcraft not running...
Wrapper class over KeyValues instance
WriteBits called with no active message\n
WriteBool called with no active message\n
WriteEHandle called with no active message\n
WriteFloat called with no active message\n
WriteLong called with no active message\n
WriteString called with no active message\n
WriteUBitLong called with no active message\n
WriteVec3Coord called with no active message\n
WriteVec3Normal called with no active message\n
Writes the selected set to disk for merging into another mesh via nav_merge_mesh.
Writing %s...\n
X360
X8tI
XAxis
XBowBolt
XD0\f
XD1\f
XE v&
XH\ft@
X\vuZ
XboxSystemInterface002
Xe v
Xff.
Xfff.
Xffff.
Xffffff.
Xm v!
Xu v!
YAxis
YD;P
YD;X
YHuB
YL0(
YL;T
YT84
YYYY
YYYY-MM-DD hh:mm:ss
Yaw speed:%3.1f,Health: %3d\n
Yaw value for personality core perferred carry angles.
Yd04
YellowBlood
Yet more Bot names, medium sized%02i
You forgot to add flex controller %s to list in CAI_BaseActor::IsServerSideFlexController().
You must be a server admin to use mp_disable_autokick\n
You must now restart to use Grunt-o-matic.\n
Z tolerance for adding new nav areas.
Z0000
ZE:YE
ZapContext
ZapThink
Zero dimension func_combine_ball_spawner! Removing...\n
Zfffff.
Zjz\v
Zoom
Zrange
[ no resource file associated with dialog ]
[%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
[9}\ft4f
[;E\ft2f
[A:%u:%u:%u]
[EDICT]
[GS %s - %7.2f] %s
[M:%u:%u:%u]
[NPCState::%s]
[PORTALMP] 0.0 to 1.0 chances that a group of nuggets exists after randomization
[PORTALMP] 0.0 to 1.0 chances that an individual ungrouped nugget exists after randomization
[PORTALMP] Amount of force to apply to a player if your shot hits them. <= 0 passes through the player
[PORTALMP] Randomize which nuggets are available on map start
[PORTALMP] Your portal shots will fizzle any enemy player portals that they hit
[PORTALMP] Your portal shots will fizzle any friendly player portals that they hit
[edict]
[ffffff.
[nothing currently selected]
[packed = true] can only be specified for repeated primitive fields.
\%03o
\A4f
\D80
\D84
\f0F9u
\f949t
\f9<1t7
\f9D1
\f9D2
\f9L2
\f9T0
\f9U\fu
\f9t9
\ff9D
\ffff.
\fffff.
\fffffff.
\n    Actual    : 
\n    Field type: 
\n  Field       : 
\n  Message type: 
\n  Problem     : 
\n  Problem     : Enum value did not match field type:\n    Expected  : 
\n  Problem     : Field is not the right type for this message:\n    Expected  : 
\n ##### CMaterialReference::Init got error material for %s in tex group %s
\n google/protobuf/descriptor.proto
\n'CMsgCommunityMapItemVoteSummaryResponse
\n'CMsgPlaytestRetrieveDemoHandlesResponse
\n*****Node Graph Rebuild OVERRIDDEN by user*****\n\n
\n***\nCChoreoEvent::SCRIPT - FAILED to create private ScriptScope. ABORTING script call\n***\n
\n***\nFAILED to create private ScriptScope. ABORTING script\n***\n
\n------- SERVER SOUNDSCAPES -------\n
\n1CCommunity_GetGamePersonalDataCategories_Response
\n====================================================================\n\n
\n====================================================\nPerforming Safe Entity Update\n
\nAborting map_edit\nWC/Engine map versions different...\n\n
\nAborting map_edit\nWorldcraft not running...\n\n
\nCurrent exclude list:\n
\nEnemy is %s
\nTo start a remote bug on a viper machine, type 'viper_bug <machinealias>' where <machinealias> is one of the machine names in scripts/remotebugips.txt\n
\nVSCRIPT: Scripting is disabled.\n
\nVisMon: Polling now. (Frequency: %f)\n
\n\fFieldOptions
\n\fLITE_RUNTIME
\n\fSTRING_PIECE
\n\fTYPE_FIXED32
\n\fTYPE_FIXED64
\n\fTYPE_MESSAGE
\n\fcommand_name
\n\fcontent_type
\n\fdesc_outputs
\n\fdouble_value
\n\femail_format
\n\fis_extension
\n\fitem_quality
\n\fjava_package
\n\fmapDownloads
\n\fmapUGCHandle
\n\fstring_value
\n\ftime_created
\n\nCONTROLLER
\n\nTYPE_BYTES
\n\nTYPE_FLOAT
\n\nTYPE_GROUP
\n\nTYPE_INT32
\n\nTYPE_INT64
\n\nabuse_type
\n\naccount_id
\n\nalert_type
\n\ndependency
\n\ndeprecated
\n\ndown_votes
\n\nemail_lang
\n\nerror_text
\n\nevent_type
\n\ninput_type
\n\nitem_level
\n\nitems_game
\n\nlogon_jobs
\n\nmapVersion
\n\npackage_id
\n\nserver_key
\n\nsession_id
\n\nstat_value
\n\ntoken_name
\n\nugc_handle
\n\rCSOItemRecipe
\n\rTYPE_SFIXED32
\n\rTYPE_SFIXED64
\n\rdefault_value
\n\rerror_message
\n\rmapCreateDate
\n\rpopular_items
\n\rsearch_string
\n\rserver_region
\n\rsource_app_id
\n\rsteamid_locks
\n\rtemplate_file
\n\rtime_acquired
\n\rtrial_account
\n\ruserCompleted
\n\ruser_sessions
\n\ryielding_jobs
\n\tSchedule\n\t\tSCHED_ACTBUSY_BUSY\tTasks\t\tTASK_ACTBUSY_PLAY_BUSY_ANIM\t\t0\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_LEAVE\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t\t4\t\tTASK_ACTBUSY_GET_PATH_TO_ACTBUSY\t0\t\tTASK_ACTBUSY_WALK_PATH_TO_BUSY\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t0\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_START_BUSYING\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t\t4\t\tTASK_ACTBUSY_GET_PATH_TO_ACTBUSY\t0\t\tTASK_ACTBUSY_WALK_PATH_TO_BUSY\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t\t0\t\tTASK_FACE_HINTNODE\t\t\t\t\t0\t\tTASK_ACTBUSY_PLAY_ENTRY\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_ACTBUSY_BUSY\tInterrupts\t\tCOND_ACTBUSY_LOST_SEE_ENTITY\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_STOP_BUSYING\tTasks\t\tTASK_ACTBUSY_VERIFY_EXIT\t\t0\t\tTASK_ACTBUSY_PLAY_EXIT\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t0.1\tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_ACTBUSY_TELEPORT_TO_BUSY\tTasks\t\tTASK_ACTBUSY_TELEPORT_TO_BUSY\t0\t\tTASK_ACTBUSY_PLAY_ENTRY\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_ACTBUSY_BUSY\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ALERT_FACE\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ALERT_FACE_BESTSOUND\tTasks\t\tTASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION\t\t0\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_SAVEPOSITION\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t\t1.5\t\tTASK_FACE_REASONABLE\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ALERT_REACT_TO_COMBAT_SOUND\tTasks\t\tTASK_SET_SCHEDULE\t\t\tSCHEDULE:SCHED_ALERT_FACE_BESTSOUND\tInterrupts\n
\n\tSchedule\n\t\tSCHED_ALERT_SCAN\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_WAIT\t\t\t\t0.5\t\tTASK_TURN_LEFT\t\t\t180\t\tTASK_WAIT\t\t\t\t0.5\t\tTASK_TURN_LEFT\t\t\t180\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ALERT_STAND\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_REASONABLE\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t\t20\t\tTASK_SUGGEST_STATE\t\t\tSTATE:IDLE\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\t\tCOND_SMELL\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_WORLD\t\tCOND_HEAR_PLAYER\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_BULLET_IMPACT\t\tCOND_IDLE_INTERRUPT\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_ALERT_WALK\tTasks\t\tTASK_WALK_PATH\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_AMBUSH\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_INDEFINITE\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_ARM_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_ARM\tInterrupts\n
\n\tSchedule\n\t\tSCHED_BACK_AWAY_FROM_ENEMY\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_BACK_AWAY_FROM_SAVE_POSITION\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_BIG_FLINCH\tTasks\t\t TASK_REMEMBER\t\t\t\tMEMORY:FLINCHED  \t\t TASK_STOP_MOVING\t\t\t0\t\t TASK_BIG_FLINCH\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY_FAILED\t\tTASK_GET_CHASE_PATH_TO_ENEMY\t300\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_LOST_ENEMY\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_CHASE_ENEMY_FAILED\tTasks\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_WAIT\t\t\t\t\t\t\t0.2\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_STANDOFF\t\t TASK_FIND_COVER_FROM_ENEMY\t\t\t0\t\t TASK_RUN_PATH\t\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_REMEMBER\t\t\t\t\t\tMEMORY:INCOVER\t\t TASK_FACE_ENEMY\t\t\t\t\t0\t\t TASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\t\t TASK_WAIT\t\t\t\t\t\t\t1\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_COMBAT_FACE\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_COMBAT_PATROL\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\t\tCOND_HEAR_DANGER\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_COMBAT_STAND\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_INDEFINITE\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SEE_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_COMBAT_SWEEP\tTasks\t\tTASK_TURN_LEFT\t\t45\t\tTASK_WAIT\t\t\t2\t\tTASK_TURN_RIGHT\t\t45\t\tTASK_WAIT\t\t\t2\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_WORLD\n
\n\tSchedule\n\t\tSCHED_COMBAT_WALK\tTasks\t\tTASK_WALK_PATH\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_COWER\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\tACTIVITY:ACT_COWER\t\tTASK_WAIT_UNTIL_NO_DANGER_SOUND\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_DIE\tTasks\t\t TASK_STOP_MOVING\t\t0\t\t\t\t \t\t TASK_SOUND_DIE\t\t\t0\t\t\t \t\t TASK_DIE\t\t\t\t0\t\t\t \tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_DIE_RAGDOLL\tTasks\t\t TASK_STOP_MOVING\t\t0\t\t\t \t\t TASK_SOUND_DIE\t\t\t0\t\t\t \tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_DISARM_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_IDEAL\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\tACTIVITY:ACT_DISARM\tInterrupts\n
\n\tSchedule\n\t\tSCHED_DROPSHIP_DUSTOFF\tTasks\t\tTASK_WALK_PATH\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_DUCK_DODGE\tTasks\t\tTASK_STOP_MOVING\t0\t\tTASK_PLAY_SEQUENCE\tACTIVITY:ACT_DUCK_DODGE\t\tTASK_DEFER_DODGE\t30\tInterrupts\n
\n\tSchedule\n\t\tSCHED_EFINDER_SEARCH\tTasks\t\tTASK_WAIT_RANDOM\t\t\t0.5\t\t\t\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_ESTABLISH_LINE_OF_FIRE\tTasks \t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK\t\tTASK_GET_PATH_TO_ENEMY_LOS\t\t0\t\tTASK_SPEAK_SENTENCE\t\t\t\t1\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_COMBAT_FACE\tInterrupts \t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE\t\tTASK_GET_CHASE_PATH_TO_ENEMY\t300\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_LOST_ENEMY\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_FAIL\tTasks\t\tTASK_SET_FAIL_SCHEDULE\tSCHEDULE:SCHED_FAIL_NOSTOP\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t1\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_FAIL_ESTABLISH_LINE_OF_FIRE\tTasks \t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts \t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_FAIL_NOSTOP\tTasks\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t1\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_FAIL_TAKE_COVER\tTasks \t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_FALL_TO_GROUND\tTasks\t\tTASK_FALL_TO_GROUND\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FEAR_FACE\tTasks\t\t TASK_STOP_MOVING\t\t\t0\t\t TASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\t TASK_FACE_ENEMY\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_SEE_ENEMY\n
\n\tSchedule\n\t\tSCHED_FLEE_FROM_BEST_SOUND\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_COWER\t\t TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION\t0\t\t TASK_GET_PATH_AWAY_FROM_BEST_SOUND\t600\t\t TASK_RUN_PATH_FLEE\t\t\t\t\t100\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_FACE_SAVEPOSITION\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_FLINCH_PHYSICS\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\tACTIVITY:ACT_FLINCH_PHYSICS\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FORCED_GO\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t48\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t3\t\tTASK_GET_PATH_TO_LASTPOSITION\t0\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_FORCED_GO_RUN\tTasks\t\tTASK_SET_TOLERANCE_DISTANCE\t\t48\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t3\t\tTASK_GET_PATH_TO_LASTPOSITION\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_GET_HEALTHKIT\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_TOLERANCE_DISTANCE\t\t5\t\tTASK_GET_PATH_TO_TARGET_WEAPON\t0\t\tTASK_ITEM_RUN_PATH\t\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FACE_TARGET\t\t\t\t0\t\tTASK_ITEM_PICKUP\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_HIDE_AND_RELOAD\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_FAIL_SCHEDULE\t\tSCHEDULE:SCHED_RELOAD\t\tTASK_FIND_COVER_FROM_ENEMY\t0\t\tTASK_RUN_PATH\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t0\t\tTASK_REMEMBER\t\t\t\tMEMORY:INCOVER\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\tSCHEDULE:SCHED_RELOAD\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_IDLE_STAND\tTasks\t\tTASK_STOP_MOVING\t\t1\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t5\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_GIVE_WAY\t\tCOND_HEAR_PLAYER\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_IDLE_WALK\tTasks\t\tTASK_WALK_PATH\t\t\t9999\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_WAIT_PVS\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
\n\tSchedule\n\t\tSCHED_IDLE_WANDER\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\tInterrupts\t\tCOND_GIVE_WAY\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_DANGER\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_INTERACTION_MOVE_TO_PARTNER\tTasks\t\tTASK_GET_PATH_TO_INTERACTION_PARTNER\t0\t\tTASK_FACE_TARGET\t\t\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t\t\t1\tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_INTERACTION_WAIT_FOR_PARTNER\tTasks\t\tTASK_FACE_TARGET\t0\t\tTASK_WAIT\t\t\t1\tInterrupts\t\tCOND_NO_CUSTOM_INTERRUPTS\n
\n\tSchedule\n\t\tSCHED_INVESTIGATE_SOUND\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_STORE_LASTPOSITION\t\t\t0\t\tTASK_GET_PATH_TO_BESTSOUND\t\t0\t\tTASK_FACE_IDEAL\t\t\t\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t5\t\tTASK_GET_PATH_TO_LASTPOSITION\t0\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_CLEAR_LASTPOSITION\t\t\t0\t\tTASK_FACE_REASONABLE\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_SEE_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_MELEE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_MELEE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_MELEE_ATTACK2\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t2\t\tTASK_MELEE_ATTACK2\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_FAIL\t\tTASK_MOVE_AWAY_PATH\t\t\t\t\t\t120\t\tTASK_RUN_PATH\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_END\tInterrupts\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY_END\tTasks\t\t TASK_STOP_MOVING\t\t\t\t\t\t0\t\t TASK_FACE_REASONABLE\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\t\tCOND_SMELL\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_WORLD\t\tCOND_HEAR_PLAYER\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_BULLET_IMPACT\t\tCOND_IDLE_INTERRUPT\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY_FAIL\tTasks\t\t TASK_STOP_MOVING\t\t\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_MOVE_AWAY_FROM_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_FAIL\t\tTASK_FACE_ENEMY\t\t\t\t\t\t\t0\t\tTASK_MOVE_AWAY_PATH\t\t\t\t\t\t120\t\tTASK_RUN_PATH\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_MOVE_AWAY_END\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_MOVE_OFF_OF_NPC\tTasks \t\tTASK_GET_PATH_OFF_OF_NPC\t\t\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t0\tInterrupts \n
\n\tSchedule\n\t\tSCHED_MOVE_TO_WEAPON_RANGE\tTasks \t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_CHASE_ENEMY\t\tTASK_GET_PATH_TO_RANGE_ENEMY_LKP_LOS\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_COMBAT_FACE\tInterrupts \t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LOST_ENEMY\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_NEW_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_TOLERANCE_DISTANCE\t\t5\t\tTASK_GET_PATH_TO_TARGET_WEAPON\t0\t\tTASK_WEAPON_RUN_PATH\t\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FACE_TARGET\t\t\t\t0\t\tTASK_WEAPON_PICKUP\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t1\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_NEW_WEAPON_CHEAT\tTasks\t\tTASK_WEAPON_CREATE\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_NPC_FREEZE\tTasks\t\t TASK_FREEZE\t\t\t\t0\tInterrupts\t\tCOND_NPC_UNFREEZE\n
\n\tSchedule\n\t\tSCHED_PATROL_RUN\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_COMBAT_FACE\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_PLAYER\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_PATROL_WALK\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t5\t\tTASK_GET_PATH_TO_RANDOM_NODE\t200\t\tTASK_WALK_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1 \t\tCOND_CAN_RANGE_ATTACK2 \t\tCOND_CAN_MELEE_ATTACK1 \t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_GIVE_WAY\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_PLAYER\t\tCOND_NEW_ENEMY\t\tCOND_SEE_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_PRE_FAIL_ESTABLISH_LINE_OF_FIRE\tTasks\t\tTASK_FACE_ENEMY\t\t\t\t\t0\t\tTASK_FACE_REASONABLE\t\t\t0\t\tTASK_IGNORE_OLD_ENEMIES\t\t\t0\t\tTASK_SET_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FAIL_ESTABLISH_LINE_OF_FIRE\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_RANGE_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t1\t\tTASK_RANGE_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\t\tCOND_WEAPON_BLOCKED_BY_FRIEND\t\tCOND_WEAPON_SIGHT_OCCLUDED\n
\n\tSchedule\n\t\tSCHED_RANGE_ATTACK2\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_ANNOUNCE_ATTACK\t\t2\t\tTASK_RANGE_ATTACK2\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_SECONDARY_AMMO\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_RELOAD\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_RELOAD\t\t\t\t0\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_RUN_FROM_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_RUN_FROM_ENEMY_FALLBACK\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_FIND_COVER_FROM_ENEMY\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_RUN_FROM_ENEMY_FALLBACK\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_RUN_RANDOM\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_RUN_FROM_ENEMY_MOB\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\t\t\t\tSCHEDULE:SCHED_RUN_RANDOM\t\tTASK_STOP_MOVING\t\t\t\t\t\t\t0\t\tTASK_STORE_ENEMY_POSITION_IN_SAVEPOSITION\t0\t\tTASK_FIND_BACKAWAY_FROM_SAVEPOSITION\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t\t\t\t0\tInterrupts\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_RUN_RANDOM\tTasks\t\tTASK_SET_ROUTE_SEARCH_TIME\t\t1\t\tTASK_GET_PATH_TO_RANDOM_NODE\t500\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SCENE_GENERIC\tTasks\t\tTASK_SET_FAIL_SCHEDULE\tSCHEDULE:SCHED_SCENE_GENERIC\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_PLAY_SCENE\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t0\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_SCHEDULE\t\tSCHEDULE:SCHED_SCENE_GENERIC\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_CUSTOM_MOVE\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t\t0\t\t TASK_SET_TOLERANCE_DISTANCE\t\t2\t\t TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY\t0\t\t TASK_SCRIPT_CUSTOM_MOVE_TO_TARGET\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_PLANT_ON_SCRIPT\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_FACE\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t0\t\t TASK_STOP_MOVING\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_RUN\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t\t0\t\t TASK_SET_TOLERANCE_DISTANCE\t\t2\t\t TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY\t0\t\t TASK_SCRIPT_RUN_TO_TARGET\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_PLANT_ON_SCRIPT\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_WAIT\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t0\t\t TASK_STOP_MOVING\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SCRIPTED_WALK\tTasks\t\t TASK_PRE_SCRIPT\t\t\t\t\t0\t\t TASK_SET_TOLERANCE_DISTANCE\t\t2\t\t TASK_PUSH_SCRIPT_ARRIVAL_ACTIVITY\t0\t\t TASK_SCRIPT_WALK_TO_TARGET\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_PLANT_ON_SCRIPT\t\t\t\t0\t\t TASK_FACE_SCRIPT\t\t\t\t\t0\t\t TASK_ENABLE_SCRIPT\t\t\t\t\t0\t\t TASK_WAIT_FOR_SCRIPT\t\t\t\t0\t\t TASK_PLAY_SCRIPT\t\t\t\t\t0\t\t TASK_PLAY_SCRIPT_POST_IDLE\t\t\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE \t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_SHOOT_ENEMY_COVER\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_WAIT\t\t\t\t0.5\t\tTASK_RANGE_ATTACK1\t\t0\tInterrupts\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\t\tCOND_WEAPON_BLOCKED_BY_FRIEND\n
\n\tSchedule\n\t\tSCHED_SLEEP\tTasks\t\tTASK_STOP_MOVING\t0\t\tTASK_WAIT\t\t\t0.2\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SMALL_FLINCH\tTasks\t\t TASK_REMEMBER\t\t\t\tMEMORY:FLINCHED  \t\t TASK_STOP_MOVING\t\t\t0\t\t TASK_SMALL_FLINCH\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_SPECIAL_ATTACK1\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_FACE_ENEMY\t\t\t\t0\t\tTASK_SPECIAL_ATTACK1\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_PRIMARY_AMMO\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_SPECIAL_ATTACK2\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_FACE_ENEMY\t\t\t0\t\tTASK_SPECIAL_ATTACK2\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_ENEMY_OCCLUDED\t\tCOND_NO_SECONDARY_AMMO\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_STANDOFF\tTasks\t\tTASK_STOP_MOVING\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FACE_ENEMY\t\t2\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_ENEMY_DEAD\t\tCOND_NEW_ENEMY\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_SWITCH_TO_PENDING_WEAPON\tTasks\t\tTASK_STOP_MOVING\t\t\t\t\t\t0\t\tTASK_PLAY_SEQUENCE\t\t\t\t\t\tACTIVITY:ACT_DROP_WEAPON\t\tTASK_CREATE_PENDING_WEAPON\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_TAKE_COVER_FROM_BEST_SOUND\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FLEE_FROM_BEST_SOUND\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_STORE_BESTSOUND_REACTORIGIN_IN_SAVEPOSITION\t0\t\t TASK_FIND_COVER_FROM_BEST_SOUND\t0\t\t TASK_RUN_PATH\t\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_REMEMBER\t\t\t\t\t\tMEMORY:INCOVER\t\t TASK_FACE_SAVEPOSITION\t\t\t\t0\t\t TASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_TAKE_COVER_FROM_ENEMY\tTasks\t\tTASK_SET_FAIL_SCHEDULE\t\t\tSCHEDULE:SCHED_FAIL_TAKE_COVER\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_WAIT\t\t\t\t\t\t0.2\t\tTASK_FIND_COVER_FROM_ENEMY\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_REMEMBER\t\t\t\t\tMEMORY:INCOVER\t\tTASK_FACE_ENEMY\t\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT\t\t\t\t\t\t1\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_TAKE_COVER_FROM_ORIGIN\tTasks\t\t TASK_SET_FAIL_SCHEDULE\t\t\t\tSCHEDULE:SCHED_FAIL_TAKE_COVER\t\t TASK_STOP_MOVING\t\t\t\t\t0\t\t TASK_FIND_COVER_FROM_ORIGIN\t\t0\t\t TASK_RUN_PATH\t\t\t\t\t\t0\t\t TASK_WAIT_FOR_MOVEMENT\t\t\t\t0\t\t TASK_REMEMBER\t\t\t\t\t\tMEMORY:INCOVER\t\t TASK_TURN_LEFT\t\t\t\t\t\t179\t\t TASK_SET_ACTIVITY\t\t\t\t\tACTIVITY:ACT_IDLE\tInterrupts\t\tCOND_NEW_ENEMY\n
\n\tSchedule\n\t\tSCHED_TALKER_SPEAK_PENDING_ALERT\tTasks\t\tTASK_TALKER_SPEAK_PENDING\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\t\tTASK_WAIT_RANDOM\t\t\t\t0.5\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_PLAYER_PUSHING\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_TALKER_SPEAK_PENDING_COMBAT\tTasks\t\tTASK_TALKER_SPEAK_PENDING\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\tInterrupts\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_TALKER_SPEAK_PENDING_IDLE\tTasks\t\tTASK_TALKER_SPEAK_PENDING\t\t0\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_SET_ACTIVITY\t\t\t\tACTIVITY:ACT_IDLE\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\t\tTASK_WAIT_RANDOM\t\t\t0.5\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_COMBAT\t\tCOND_PLAYER_PUSHING\t\tCOND_GIVE_WAY\n
\n\tSchedule\n\t\tSCHED_TARGET_CHASE\tTasks\t\tTASK_STOP_MOVING\t\t\t\t0\t\tTASK_GET_PATH_TO_TARGET\t\t\t0\t\tTASK_RUN_PATH\t\t\t\t\t0\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\t\tCOND_ENEMY_UNREACHABLE\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_TOO_CLOSE_TO_ATTACK\t\tCOND_TASK_FAILED\t\tCOND_LOST_ENEMY\t\tCOND_BETTER_WEAPON_AVAILABLE\t\tCOND_HEAR_DANGER\n
\n\tSchedule\n\t\tSCHED_TARGET_FACE\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE\t\tTASK_FACE_TARGET\t\t0\tInterrupts\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\t\tCOND_CAN_MELEE_ATTACK1\t\tCOND_CAN_MELEE_ATTACK2\t\tCOND_NEW_ENEMY\t\tCOND_ENEMY_DEAD\n
\n\tSchedule\n\t\tSCHED_VEHICLEDRIVER_COMBAT_WAIT\tTasks\t\tTASK_WAIT\t\t\t\t5\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_PROVOKED\t\tCOND_CAN_RANGE_ATTACK1\t\tCOND_CAN_RANGE_ATTACK2\n
\n\tSchedule\n\t\tSCHED_VEHICLEDRIVER_DRIVE_PATH\tTasks\t\tTASK_VEHICLEDRIVER_GET_PATH\t\t0\t\tTASK_WALK_PATH\t\t\t\t\t9999\t\tTASK_WAIT_FOR_MOVEMENT\t\t\t0\t\tTASK_WAIT_PVS\t\t\t\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_VEHICLEDRIVER_INACTIVE\tTasks\t\tTASK_WAIT_INDEFINITE\t0\tInterrupts\t\tCOND_PROVOKED\n
\n\tSchedule\n\t\tSCHED_VICTORY_DANCE\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_PLAY_SEQUENCE\t\tACTIVITY:ACT_VICTORY_DANCE\t\tTASK_WAIT\t\t\t\t0\tInterrupts\n
\n\tSchedule\n\t\tSCHED_WAIT_FOR_SCRIPT\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_WAIT_INDEFINITE\t0\tInterrupts\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\n
\n\tSchedule\n\t\tSCHED_WAIT_FOR_SPEAK_FINISH\tTasks\t\tTASK_WAIT_FOR_SPEAK_FINISH\t\t0\tInterrupts\t\tCOND_NEW_ENEMY\t\tCOND_SEE_FEAR\t\tCOND_LIGHT_DAMAGE\t\tCOND_HEAVY_DAMAGE\t\tCOND_SMELL\t\tCOND_PROVOKED\t\tCOND_GIVE_WAY\t\tCOND_HEAR_DANGER\t\tCOND_HEAR_COMBAT\t\tCOND_HEAR_BULLET_IMPACT\n
\n\tSchedule\n\t\tSCHED_WAKE_ANGRY\tTasks\t\tTASK_STOP_MOVING\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE \t\tTASK_SOUND_WAKE\t\t\t0\t\tTASK_FACE_IDEAL\t\t\t0\t\tTASK_SET_ACTIVITY\t\tACTIVITY:ACT_IDLE \tInterrupts\n
\n\tauthor_id
\n\tcode_type
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\n\tinventory
\n\tip_public
\n\tlongitude
\n\tmapVoteUp
\n\tname_part
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\n\tpackageid
\n\tplayer_id
\n\tpreset_id
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\n\vCSOEconItem
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\n\vactive_jobs
\n\vcustom_desc
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\n\vdescription
\n\vfloat_value
\n\vitem_def_id
\n\vlogon_queue
\n\vmapAuthorID
\n\vmapFilename
\n\vmapVoteDown
\n\vmap_file_id
\n\vmethod_name
\n\vobject_data
\n\voriginal_id
\n\voutput_type
\n\vplayed_time
\n\vprice_sheet
\n\vsearch_type
\n\vsender_name
\n\vserver_port
\n\vstatus_code
\n\vtest_number
\n\vtoken_value
\n\vtotal_count
\n\vunlock_time
\n\vyoutube_url
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\tHighLevel\t1\n
\tName\t"%s"\n
\tName\t%s\n
\tParent_ID\t%u\n
\tPassenger Role:\t%s (%d seats)\n
\tTime\t%g\n
\tTypeCache for %d (%d objects):\n
\tUnknown resource type specified "%s", value "%s"\n
\t\fH9
\t\t defaults are: <distance 1024> <flags 0> <magnitude 0> <scale 0>\n
\t\t=====================\n
\t\tAttachment: %d\n
\t\tEntries:\t%d\n
\t\tExits:\t%d\n
\t\t\tAnimation:\t%s\t(Priority %d)\n
\tcall with no arguments to see this message and a list of current excludes.\n
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__KeyValueFromInt
__KeyValueFromString
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__text
__unwind_info
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`@33s
a trigger_changelevel doesn't have a map
a\v6C
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abcdefghijklmnopqrrqponmlkjihgfedcba
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absolutetags
acceleration
accelerationscalar
accept
achievement
achievement_bit_id
achievement_blocks
achievement_counts
achievement_earned
achievement_id
achievement_rewards
achievementname
act_as_wearable
actionScale
activator
active
active_behavior
activity
actor
add 0x%x: %s-%s (%d-%d) [%d in play, %d max]\n
add_class_usage_to_output
add_set_to_output
add_slot_usage_to_output
addangaccel
additional_backpack_slots
additional_hidden_bodygroups
additionalequipment
additionaliterations
addlength
addon
addon_baseshooter
address
adult male human
advanced_map_complete
aff.
affff.
aggregation radius
ai_LOS_mode
ai_actbusy_search_time
ai_addon
ai_addon_basecombatweapon
ai_addon_thrownprojectile
ai_ally_speech_manager
ai_auto_contact_solver
ai_battle_line
ai_block_damage
ai_changehintgroup
ai_changetarget
ai_clear_bad_links
ai_debug_actbusy
ai_debug_assault
ai_debug_avoidancebounds
ai_debug_directnavprobe
ai_debug_doors
ai_debug_dyninteractions
ai_debug_efficiency
ai_debug_enemies
ai_debug_enemyfinders
ai_debug_eventresponses
ai_debug_expressions
ai_debug_follow
ai_debug_loners
ai_debug_looktargets
ai_debug_los
ai_debug_nav
ai_debug_node_connect
ai_debug_node_connect: debugging enbabled for %d <--> %d\n
ai_debug_ragdoll_magnets
ai_debug_shoot_positions
ai_debug_speech
ai_debug_squads
ai_debug_think_ticks
ai_debugscriptconditions
ai_default_efficient
ai_disable
ai_drawbattlelines
ai_drop_hint
ai_dump_hints
ai_ef_hate_npc_duration
ai_ef_hate_npc_frequency
ai_efficiency_override
ai_enable_fear_behavior
ai_expression_frametime
ai_expression_optimization
ai_fear_player_dist
ai_find_lateral_cover
ai_find_lateral_los
ai_follow_use_points
ai_follow_use_points_when_moving
ai_force_serverside_ragdoll
ai_frametime_limit
ai_goal_actbusy
ai_goal_actbusy input %s fired on an NPC that doesn't support ActBusy behavior.\n
ai_goal_actbusy input %s fired targeting a non-existant entity (%s).\n
ai_goal_actbusy input %s fired targeting an entity that isn't an NPC.\n
ai_goal_actbusy input ForceNPCToActBusy fired targeting an entity that isn't a hintnode.\n
ai_goal_actbusy_queue
ai_goal_actbusy_queue %s's node %d: '%s' is not an ai_hint.\n
ai_goal_assault
ai_goal_fightfromcover
ai_goal_follow
ai_goal_lead
ai_goal_lead_weapon
ai_goal_standoff
ai_hint
ai_hull
ai_inhibit_spawners
ai_lead_time
ai_moveprobe_debug
ai_moveprobe_jump_debug
ai_moveprobe_usetracelist
ai_nav_debug_experimental_pathing
ai_navigator_generate_spikes
ai_navigator_generate_spikes_strength
ai_network
ai_network_build_helper
ai_next_hull
ai_no_local_paths
ai_no_node_cache
ai_no_select_box
ai_no_steer
ai_no_talk_delay
ai_nodes
ai_norebuildgraph
ai_npc_eventresponsesystem
ai_path_adjust_speed_on_immediate_turns
ai_path_insert_pause_at_est_end
ai_path_insert_pause_at_obstruction
ai_post_frame_navigation
ai_radial_max_link_dist
ai_reaction_delay_alert
ai_reaction_delay_idle
ai_rebalance_thinks
ai_relationship
ai_relationship '%s' finds no subject(s) called: %s or with class %s\n
ai_relationship '%s' finds no target(s) called: %s or with class %s\n
ai_relationship '%s' with no subject specified, removing.\n
ai_relationship '%s' with no target specified, removing.\n
ai_relationship cannot revert changes before they are applied!\n
ai_report_task_timings_on_limit
ai_resume
ai_script_conditions
ai_sequence_debug
ai_set_move_height_epsilon
ai_setenabled
ai_setenabled <0 or 1>\n
ai_setupbones_debug
ai_shot_bias
ai_shot_bias_max
ai_shot_bias_min
ai_shot_stats
ai_shot_stats_term
ai_show_connect
ai_show_connect_crawl
ai_show_connect_fly
ai_show_connect_jump
ai_show_graph_connect
ai_show_grid
ai_show_hints
ai_show_hull
ai_show_hull_attacks
ai_show_node
ai_show_think_tolerance
ai_show_visibility
ai_simulate_task_overtime
ai_sound
ai_speechfilter
ai_speechfilter %s is slamming NPC %s's current speech filter.\n
ai_speechfilter %s tries to use %s as a subject, but it's not a talking NPC.\n
ai_speechfilter finds no subject(s) called: %s\n
ai_spread_cone_focus_time
ai_spread_defocused_cone_multiplier
ai_spread_pattern_focus_time
ai_step
ai_strong_optimizations
ai_strong_optimizations_no_checkstand
ai_task
ai_task_pre_script
ai_test_los
ai_test_moveprobe_ignoresmall
ai_think_limit_label
ai_use_clipped_paths
ai_use_efficiency
ai_use_frame_think_limits
ai_use_think_optimizations
ai_use_visibility_cache
ai_vehicle_avoidance
aim_pitch
aim_yaw
ainet_generate_report
ainet_generate_report_only
air_density
air_density <value>\nCurrent air density is %.2f\n
airboat
airtaunt
aiscripted_schedule
aiscripted_schedule - StopSchedule called, but schedule's never started.\n
aiscripted_schedule - no schedule or state has been set!\n
aiscripted_schedule - not playing schedule again: not flagged to repeat\n
aitesthull
ajarangles
alert_destination
alienbloodsplat
alignment
all_class
all_same_class
all_same_slot
allangles
allcaps
allowMouseWheel
allow_overhead
allowdiversion
allowdiversionradius
allowfunnel
allownewgibs
allowskip
allowstatic
allowteleport
alpha
alpha_fade
alpha_fade_in_random
alpha_fade_out_random
alpha_percent
alpha_random
alternatefovchange
alternateticksfix
altmodel
altpath
always tradable
always_known
alwaystransmit
ambient
ambient_generic
ammo_count
ammomod
amount
amount of time players can chat after the game is over
amplitude
ang: (%f, %f, %f)\n
angCameraAngles
angRelativeAngles
angle
angleOverride
angles
angles: %g %g %g
angles_camera
angles_relative
angularlimit
anim_3wayblend
anim_attachment_lh
anim_attachment_rh
anim_forcedamaged
anim_framerate
anim_min_collision_speed_threshold
anim_prefix
anim_showstate
anim_showstatelog
anim_slot
animate
animatedfriction
animation
api_key
app_assets_basename
app_id
append
appid
applyAngularImpulse
ar2explosion
area
area %d is blocked by a nav blocker\n
area %d is unblocked by a nav blocker\n
armedBgColor_override
armedFgColor_override
armory_attributes
armory_data
armory_desc
armory_item_classes
armory_item_types
armory_items
armory_remap
assault_assaultpoint
assault_rallypoint
assaultdelay
assaultgroup
assaultpoint
assaulttimeout
assaulttolerance
associate
at console
attach particle effect
attach1
attach2
attachTarget
attach_target_name
attach_to_hands
attach_to_hands_vm_only
attach_to_rootbone
attached_models
attached_particlesystem
attachment
attachpoint
attacker
attenuation
attribute_class
attribute_controlled_attached_particles
attributes
audioparams_t
auto resize direction
auto_in_combat
auto_tall_tocontents
auto_wide_tocontents
autoaim_max_deflect
autoaim_max_dist
autoaim_viewing_client
autoaimradius
autohide_buttons
autohide_self
autokick is disabled for %s\n
automate
autoresize
autosave
autosave\n
autosavedangerous\n
autosavedangerousissafe\n
autoswitchfrom
autoswitchto
autoteam
avelocity
axis
bActive
bClampEyeAngles
bDangerMemory
bEOFLocked
bEOFUnlocked
bEludedMe
bLeadDuringCombat
bMobbedMe
bNeedsEntityIOFixup
bNormalMemoryDiscard
bRunningEnterExit
bScheduleWasInterrupted
bStopScenesWhenPlayerLost
bTaskRanAutomovement
bTaskUpdatedYaw
bUnforgettable
bVal
bValidOnCurrentEnemy
bWasRunningAnim
background color
background2
backpack_expander
backpack_slots
bag of sugar
ball
ballbot
ballbot_sink_speed
ballcount
ballradius
ballrespawntime
balltype
bank
barrel
barrel_volume
barrely
barrelz
base
base_gcmessages.proto
baseanimating_projectile
baseclass
basedata
basehlcombatweapon
baseitem
baseportalcombatweapon
baseprojectile
basespriteprojectile
basevelocity
basic_movement
basic_string::_S_construct NULL not valid
basic_string::erase
basic_string::substr
batch particle systems
bbox.maxs
bbox.mins
bcc_localdata
beam
beam_spotlight
beamcount_max
beamcount_min
behavior_act_busy
besttime
beveragetype
bffffff.
bg_image
bgcolor
bgcolor_override
bias
billard ball
bin/
binary
binary_array
binary_v1
binary_v2
birthday
blah
blend
blendsequence
blendspeed
blinkFgColor_override
blob_spread_angle
blob_spread_radius
blob_streak_percentage
blobs_paused
blobs_per_second
blockLOS
blockNum
blocked
blocking team %d
blocking team %s
blocksize
bloodimpact
bloodsplat
bloodspray
blue
body
body_pitch
body_rightleft
body_substring_keys
body_substring_values
body_yaw
bodygroup
bodyque
bomb_exploded
bomb_trail
boneIndex
bone_followers
boogie
bool
bool_array
boomer_vomit_screeneffect
boomer_vomit_survivor
border
border_override
bot_command
bot_defend
bot_dontmove
bot_equip
bot_flipout
bot_follow
bot_following_distance
bot_forceattack2
bot_forceattackon
bot_forcefireweapon
bot_jump
bot_kick\n
bot_kill
bot_look
bot_mimic
bot_mimic_yaw_offset
bot_randomnames
bot_refill
bot_requestswap
bot_selectweapon
bot_selectweaponslot
bot_selectweaponsubtype
bot_taunt
bot_teleport
bot_throw
both
bottom
bottomtrack
bounce_auto_trigger_min_speed
bounce_count
bounce_ledge_fall_height_boost
bounce_paint_color
bounce_paint_min_speed
bounce_paint_wall_jump_upward_speed
bounce_reflect_restitution
bounce_reflect_wall_jump_min_up_speed
bounce_reflect_wall_jumps_enabled
bouncecount
bounding_box_max
bounding_box_min
bowling ball
brass_eject_model
break
break_breakable
break_prop
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breakable_disable_gib_limit
breakable_model
breakable_multiplayer
breakable_skin
breakmodel
breaksound
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brighttext
broken_tube_suck
bspline
bucket
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buddha
bug_swap
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build mode flags
bullet
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bullet_damage_vs_player
bullseyename
bundle
burning_character
burning_gib_01
burst
burstCenter
busy_anim
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busy_sound
busyactor
busysearchrange
bute
button
bytes
c:\o.events
cable/cable.vmt
cable/cable_lit.vmt
cable/chain.vmt
cable/rope.vmt
cable/rope_shadowdepth
caller
came_from_last_dlc_map
camera
cameraname
cameraspace
canPushPlayer
canSupportSet
can_collect
can_craft_count
can_craft_mark
can_customize_texture
can_gift_wrap
cancelselect
cannot trade
capabilities
carry_distance_offset
cast_hull
cast_ray
cast_ray_paint
catapult_physics_drag_boost
category
catmullrom
catmullrom_normalize
catmullrom_normalize_x
catmullrom_tangent
cball_bounce
cball_explode
cc_combinedusesgender
cc_disabled
cc_generic_services
cc_master
cc_noattenuate
cc_norepeat
cc_showmissing
cc_slave
cc_usingcombinedfile
cctoken
cctype
cd pause\n
cd play %3d\n
cell: (%d, %d, %d)\n
cellcolor
celloffset: (%f, %f, %f)\n
center
centerwrap
cfff.
cffff.
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
chainstodoor
challenge
challenge_besttime_%s
challenge_mode_end_node
challenge_mode_end_node_positions
challenge_portals_%s
change_portalgun_linkage_id
changed
changelevel
changelevel2
channel
chaptertitle
char
character
chaseEnemyTolerance
cheapwaterenddistance
cheapwaterstartdistance
cheetah
chest
chest_rightleft
chet_debug_idle
child
childfiltername
children
chin_raiser
choreo_spew_filter
christmas
city
cl_autowepswitch
cl_cmdrate
cl_disable_survey_panel
cl_drawhud 0
cl_group_paint_impact_effects
cl_hud_minmode
cl_interp
cl_interp_ratio
cl_interpolate
cl_lagcompensation
cl_playermodel
cl_playermodel %s\n
cl_predict
cl_predictweapons
cl_simdbones
cl_soundscape_flush\n
cl_spec_mode %d
cl_spewscriptintro
cl_team
cl_updaterate
cl_use_simd_bones
claim_type
claimcode
clamp
classType
class_id
class_match
class_token_id
class_usage
class_usage_for_output
classname
classname %s used to create wrong class type\n
classname missing from entity!\n
cleanser_scanline
clear_debug_overlays
clearoncontact
clears debug overlays
client
client_loot_lists
client_session_id
client_steam_id
clientinsetx_override
clip2_size
clip_size
close
close() failed: 
closecaption
closed
closesound
cloud_owner_id
cm_current_community_map
cm_is_current_community_map_coop
cmd%d setpos_exact %.3f %.3f %.3f; cmd%d setang_exact %.3f %.3f %.3f; 
coast.leech_bites_loop
coast.leech_water_churn_loop
coast.thumper_ambient
coast.thumper_dust
coast.thumper_hit
coast.thumper_large_hit
coast.thumper_shutdown
coast.thumper_startup
code
code_controlled_bodygroup
coldworld
collection
collection bits
collision_shake_amp
collision_shake_freq
collision_shake_time
collision_test
collisionrules
collisions
color
color2
colorPrimary
colorPrimaryLerpTo
colorSecondary
colorSecondaryLerpTo
color_array
color_correction
color_correction_volume
color_fade
color_name
color_random
colormax
colormin
colors
colortransitiontime
column
com.google.protobufB
combine_ball
combo
command
command_prefix
command_target_ping
command_target_ping_just_arrows
commandline hook to run a nav_analyze and then quit.
commentary
commentary_auto
commentary_available
commentary_cvarsnotchanging
commentary_cvarsnotchanging\n
commentary_finishnode
commentary_semaphore
commentaryfile
commentaryfile_nohdr
commonitem
completion_time
concept
condition
conditions
confetti
connections
console
constant
constraints
constraintsystem
contains
contains_equipped_state
context
contextsubject
continue_token
control point to disable rendering if it is the camera
control point to only enable rendering if it is the camera
control_volume
controlpoint_light
convar
convars
coop
coop_challenge
coop_community
coop_impact_velocity_threshold
coop_lobby_select_course
coop_lobby_select_level
coop_set_credits_index
coop_set_credits_jobtitle
coop_set_credits_state
coop_sink_speed_decay
core_held
core_picked_up
corner
corner_depressor
corrosive
cost_in_local_currency
count
countdown
counter
country
coverDist
coverTolerance
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
crafting
crashSounds
crashsound
crate
create from parent particles
create_flare
create_flashlight
creditsMsg
creditsdone
criteria
critical
crossbow_bolt
crouch_aim_
crouch_shoot_
crush
cspinup
cstring
ctype
cube
cube_rotationcontroller
cull_control_point
cull_cost
cull_radius
cull_replacement_definition
currency
current
current speed (goal): %g (%g)
current value: %f
current_branch
curve_
curve_bias
custom_particlesystem
custom_particlesystem2
custom_sound
customize_texture_item
customkill
cvar_name
cvar_value
cycle
cycler
cycler at %.0f %.0f %0.f missing modelname\n
cycler_actor
cycler_blender
cycler_flex
cycler_flex used on model %s without enough flexes.\n
cycler_weapon
cycler_wreckage
cycletype
d1Et
d3_breen_01
d3_citadel_03
d3_citadel_04
d3_citadel_05
d_%02d_x
d_%02d_y
d_%02d_z
d_num
damage
damage_table
damagebits
damagecap
damagefilter
damagemodel
damagescale
damagetoenablemotion
damagetype
dampFactor
damping
data
database_audit_table
dataoffset
dbghist_addline
dbghist_dump
deadflag
deadmodel
debris
debug - disable trace query cache
debug/debugempty
debug/particleerror
debug_beam_badsection
debug_fixmyposition
debug_materialmodifycontrol
debug_overlay_fullposition
debug_paint_impact_effects
debug_paint_server_blobs
debug_paint_sprayer_cone
debug_paintable_projected_wall
debug_paintblobs_streaking
debug_paintbomb_explosion
debug_physimpact
debug_player_paint_shoot_pos
debug_portal_cleanser_search_box
debug_touchlinks
debug_viewmodel_grabcontroller
debug_visibility_monitor
debugportalcollideables
debugtext
decal
decalfrequency
decalname
decals/scorchfade
decals/smscorch1model
deceleration
decodable
decoder_ring
default
default foreground color
defaultBgColor_override
defaultFgColor_override
defaultPanel
defaultSelectionBG2Color_override
default_clip
default_clip2
default_drop_quantity
default_item_sort
defaultcurvetype
defaults
defaultstyle
delay
delay %f
delaymax
delaymin
delta
delta ang (dot)    : %.2f (%f)
demorestart
density
dependency_file
depletioncount
depressedBgColor_override
depressedFgColor_override
depthblurfocaldistance
depthblurstrength
desc
desc_attrib_negative
desc_attrib_neutral
desc_attrib_positive
desc_bundle
desc_flags
desc_inputs
desc_itemset_equipped
desc_itemset_missing
desc_itemset_name
desc_level
desc_limited_use
desc_outputs
description_format
description_string
detailmaterial
developer
developer 0
developeronly
devshots_nextmap
devshots_screenshot "%s"
dfffff.
di_A
di_B
di_C
di_a
di_b
di_c
dirPrimary
direction
directionentityname
directory
directorysize
disableallshadows
disabled
disabledBgColor_override
disabledFgColor1_override
disabledFgColor2_override
disabledFgColor_override
disableflashlight
disablereceiveshadows
disableshadowdepth
disableshadows
disconnect
disconnect "Partner disconnected"
disconnect\n
dispcoll_drawplane
displayportalplayerstats
displaysoundlist
displaytext
disposition
dissolvetype
dist_from_issuer
dist_to_partner
distance
distance that bot will follow the player.
distance_camera
distance_check_subtitle
distancetoenemy
distancetoplayer
distancetotarget
dmdelay
dmg.bullets
dmg.club
dmg.explosive
do_A
do_B
do_C
do_a
do_b
do_c
doesnt_want_to_swap_guns
domain
dont_teleport_at_end
door_options
double
double_shot
double_shot_npc
down
draw through leafsystem
draw_corner_height
draw_corner_width
draw_paint_server_blobs
draw_paint_splat_particles
drawcolor
drawcolor_override
drawcross
drawinfastreflection
drawline
drivermaxspeed
driverminspeed
drop
drop_type
drophoverdelay
droppable
dropper-proxy
dsp_speaker
du"f
du$f
du%f
du'f
du(f
du+f
du/f
du0f
du1f
du2f
du7f
du8f
du<f
duAf
duGf
duSf
du\ff
duaf
duel__class_lock
duel_ban_expiration
duel_minigame
dulltext
dump_entity_sizes
dump_globals
dumpentityfactories
dumpeventqueue
dumpgamestringtable
duqf
duration
dynamic_interactions
dynamic_prop
e;G\fu
eVal
easeanglestocamera
easein
easeinout
easeout
east
edictindex
editable
effect
effect_name
effect_type
effecthandling
effects
effects/ar2ground2
effects/blueblacklargebeam.vmt
effects/bluelaser1.vmt
effects/combinemuzzle2_dark
effects/ember_swirling001
effects/flashlight001
effects/flashlight001_improved
effects/flashlight_border
effects/fleck_ash1
effects/fleck_ash2
effects/fleck_ash3
effects/introblur
effects/laser1.vmt
effects/light_rail_endpoint
effects/redlaser1.vmt
effects/stun
effects/tractor_beam
effects/tractor_beam2
effects/tractor_beam3
eggbot
eggbot_sink_speed
electrical_arc_01
element
element_array
elementid
elems
elephant
eligible_for_online_play
email_msg_type
emittername
emitters
emittime
empty
empty SpeakResponse input from %s to %s\n
emptyclick
enable
enable_black
enable_white
enabled
enableshadows
enableshadowsfromlocallights
encoding %s %d format %s %d\n
end  : (%.2f,%.2f,%.2f)
end %f %f %f
end cap effect
endLerpTo
end_draw
end_movie
endcolor
endloop
endnode
endsize
endwidth
enemy
enemyLOSTolerance
enemyfilter
engine2_start
engine2_stop
enginesound
english
entIndex
ent_absbox
ent_attachments
ent_autoaim
ent_bbox
ent_cancelpendingentfires
ent_create
ent_create_paint_bomb_erase
ent_create_paint_bomb_jump
ent_create_paint_bomb_portal
ent_create_paint_bomb_speed
ent_create_portal_companion_cube
ent_create_portal_reflector_cube
ent_create_portal_weighted_antique
ent_create_portal_weighted_cube
ent_create_portal_weighted_sphere
ent_debugkeys
ent_dump
ent_dump: no such entity
ent_fire
ent_hover_turret_tether
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_step
ent_teleport
ent_text
ent_viewoffset
ent_watery_leech
entindex
entindex_attacker
entindex_inflictor
entindex_killed
entity
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_visible
entityflame
entityname
entitytable_t
entries
entry
entry_activity
entry_anim
entry_name
entry_sequence
entry_sound
entryboxes
enum
env_ambient_light
env_ar2explosion
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_citadel_energy_core
env_credits
env_debughistory
env_detail_controller
env_dof_controller
env_dustpuff
env_dusttrail
env_effectscript
env_embers
env_entity_dissolver
env_entity_freezing
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_fizzler_effects
env_fog_controller
env_funnel
env_ghostanimating
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_lightrail_endpoint
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_physimpact
env_physwire
env_player_surface_trigger
env_player_viewfinder
env_portal_credits
env_portal_laser
env_portal_laser '%s' : model named '%s' does not have attachment 'laser_attachment'\n
env_portal_path_track
env_projectedtexture
env_quadraticbeam
env_ragdoll_boogie
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_sparks_directional
env_sparks_omni
env_speaker
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_clientside
env_sprite_oriented
env_spritetrail
env_steam
env_steamjet
env_sun
env_texturetoggle
env_tilt
env_tonemap_controller
env_tracer
env_tracer: unknown entity "%s"\n
env_viewpunch
env_wind
env_zoom
ep1_citadel_02
ep1_citadel_02b
ep1_citadel_03
episodic
equip_conflicts
equip_region
equip_regions
equip_regions_list
equipped_state
erase_color
erase_mp_progress
erase_visual_color
eresult
error
error in transition graph: %s to %s\n
escape_
event
event %u\n
event_name
event_queue_saveload_proxy
event_ramp
exactVelocityChoiceType
excludednpc
exclusive
exec %s\n
exec game.cfg\n
exec skill%d.cfg\n
exit
exit_activity
exit_anim
exit_sequence
exit_sound
expdamage
expecting =\n
expecting channel got %s\n
expecting event got %s\n
expecting flex animation data\n
expecting more tokens!
expecting ramp data\n
expecting relative tag\n
expecting scalesettings data\n
expecting valid tag type!!!
expecting {
expecting {\n
experiment_data
experimental_map_key
expiration date
expiration_date
explode
explode_3
explode_fire
explode_ice
explodemagnitude
explodevector
exploding_futbol_end_color
exploding_futbol_explode_on_fizzle
exploding_futbol_explosion_damage
exploding_futbol_explosion_damage_falloff
exploding_futbol_explosion_debug
exploding_futbol_explosion_magnitude
exploding_futbol_explosion_radius
exploding_futbol_flash_duration
exploding_futbol_flash_end_color
exploding_futbol_flash_start_color
exploding_futbol_flash_start_time
exploding_futbol_hit_breakables
exploding_futbol_phys_mag
exploding_futbol_phys_rad
exploding_futbol_physics_punt_player
exploding_futbol_start_color
exploding_futbol_use_cooldown_time
explosion
explosive_damage
explosive_radius
explosive_resist
exponent
exponential_decay
expradius
expression
expressions
expressions/
expressions/%s.vfe
extend .$0 {\n
extendee
extension_range
extra_wearable
eyeball
eyes
f90t
f90th
f90u
f90u0
f90u0f
f90u;
f90uD
f90uo
f93u
f94JtlAf9
f94zt^Gf9
f98t\n
f98t\r
f99t\r
f9L8
f9OZ
f9W>
f9p"
f9r"ry
f9s"
f9w"
f;8t"f
f;8t.
f;8t1f
f;8t3f
f;8tC
f;8tJ
f;8tj
f;G\fu
fCoverOnReload
fDistanceTaken
fExpireTime
fIgnoreFacing
fNumSecondsTaken
fPlayerIsBattleline
fStayAtCover
fTaskStatus
fTimeThrown
face
faceposer
faceposermodel
facing: %s
facing_partner
faction
fade
fade a player's screen to black when he dies
fadeDuration
fadeInDuration
fadeOutDuration
fadein
fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.
fadeinsecs
fadeintime
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)
failsafe_transition_script
fallback max count
fallback replacement definition
fallover_idle
false
false:6\n
falseB
fanfriction
far_blur
far_focus
far_radius
farz
fast_teleport_enable
fastreload
faulty context k:v pair in entity io %s\n
featured_item_idx
ffF@
fff.
fff?
ffff.
fffff.
ffffff
ffffff.
fg_image
fgcolor
fgcolor_override
field
fieldName
file
filename
fillcolor
fillcolor_override
filmgrainstrength
filter_activator_class
filter_activator_context
filter_activator_mass_greater
filter_activator_model
filter_activator_name
filter_activator_team
filter_base
filter_combineball_type
filter_damage_type
filter_enemy
filter_max_per_enemy
filter_multi
filter_multi: Tried to add entity (%s) which is not a filter entity!\n
filter_object_size
filter_outer_radius
filter_player_held
filter_radius
filter_size
filterclass
filtered
filtermass
filtername
filtersize
filterteam
find_by_modelname
find_by_targetname
find_ent
find_ent_index
fire
fire a response concept directly at a given character.\nUSAGE: rr_forceconcept <target> <concept> "criteria1:value1,criteria2:value2,..."\ncriteria values are optional.\n
fire_absorbrate
fire_dmgbase
fire_dmginterval
fire_dmgscale
fire_energy_ball
fire_extabsorb
fire_extscale
fire_growthrate
fire_heatscale
fire_incomingheatscale
fire_interactions
fire_maxabsorb
fire_rocket_projectile
fireattack
fireballsprite
firedamage
firedelay
fireinterval
fireradius
firerate
firesize
firespread
firestartsound
firetarget
firetrigger
firetype
firevariance
first_valid_class
first_valid_item_slot
first_valid_item_slot not set!
fish
fish_count
fish_dormant
fixed32
fixed64
fixedlength
fizzler
fizzler_fx_model_end_scale
fizzler_fx_model_scale_end_time_offset
fizzler_fx_model_scale_start_delay_time
fizzler_multiorigin_sound_player
flAbandonTimeLimit
flCameraDistance
flDelay
flDistSqr
flEnterExitDuration
flEnterExitStartTime
flFOV
flMaxSpeed
flMinDeltaSpeed
flMinSpeed
flNextAttemptTime
flPitchCurveLinear
flPitchCurveZero
flPitchMax
flPitchMin
flRollCurveLinear
flRollCurveZero
flSpeedApproachFactor
flVal
flYaw
flYawMax
flYawMin
flags
flammable
flashbang_detonate
flashlight_thirdperson
flesh
flex_expression
flex_looktime
flex_maxawaytime
flex_maxplayertime
flex_minawaytime
flex_minplayertime
flex_talk
flexanimation
flexanimations
flexsetting_t
flexsettinghdr_t
flexsettingindex
flextimingtags
flexweight_t
flip_viewmodel
float
float( %f )
float<
float<=
float==
float>
float>=
float_array
floorturret_tipcontroller
fluid
flwaitSentence
flwaitSound
focus_range
focus_target
fogColor
fogEnable
fogEnd
fogMaxDensity
fogStart
fog_volume
fog_volume_debug
fogblend
fogcolor
fogcolor2
fogdir
fogenable
fogend
foglerptime
fogmaxdensity
fogparams_t
fogplayerparams_t
fogstart
followPointTolerance
follow_attachment
follow_customorigin
follow_eyes
follow_origin
follow_overhead
follow_rootbone
font
force
force_gc_to_generate
force_output_description
force_placement
force_taunt
forceclosed
forcecrouch
forced_item_quality
forced_quality_match
forcedslave
forcelimit
forceprecache
forces
forceshortmovement
forcestate
forcetime
forcetoenablemotion
foreground color
formation
forward
found
foundry_engine_get_mouse_control
foundry_engine_release_mouse_control
foundry_select_entity
foundry_sync_hammer_view
foundry_update_entity
fov_desired
fov_rate
fragility
frame
frame_blGrip
frame_bottomGrip
frame_brGrip
frame_caption
frame_close
frame_leftGrip
frame_maximize
frame_menu
frame_minimize
frame_mintosystray
frame_rightGrip
frame_tlGrip
frame_topGrip
frame_trGrip
framerate
frames
framestart
frametime limit for min efficiency AIE_NORMAL (in sec's).
free_pass_peek_debug
freepass_duration
freepass_movetolerance
freepass_peektime
freepass_refillrate
freepass_timetotrigger
freeze simulation after time
frequency
friction
friendly_encounter
friends
from
frozen
fuel
fullmoon
funCBaseFlex
func_
func_areaportal
func_areaportalwindow
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_clip_vphysics
func_combine_ball_spawner
func_conveyor
func_detail_blocker
func_door
func_door*
func_door_rotating
func_dustcloud
func_dustmotes
func_fish_pool
func_guntarget
func_illusionary
func_instance_io_proxy
func_ladderendpoint
func_ladderendpoint(%s) without matching target\n
func_lod
func_monitor
func_movelinear
func_nav_avoidance_obstacle
func_nav_blocker
func_noportal_volume
func_occluder
func_physbox
func_physbox_multiplayer
func_placement_clip
func_plat
func_platrot
func_playerinfected_clip
func_portal_bumper
func_portal_detector
func_portal_orientation
func_portalled
func_precipitation
func_precipitation_blocker
func_proprrespawnzone
func_pushable
func_recharge
func_reflective_glass
func_rot_button
func_rotating
func_simpleladder
func_smokevolume
func_tank
func_tank_combine_cannon
func_tanklaser
func_tankmortar
func_tankphyscannister
func_tankpulselaser
func_tanktrain
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_wall
func_wall_toggle
func_water
func_water_analog
func_weight_button
function
functionName
fuse
futbol_catcher
futbol_shooter_distance_from_target
futbol_shooter_target_height_offset
futbol_shooter_target_reticule_enabled
fx_new_sparks
fxtime
g;H>o
g_EdictTouchLinks
g_EntListMemPool
g_EntityGroundLinks
g_EntityListPool
g_Language
g_NameMap:  Event type at %i has wrong value (%i)!
g_ai_threadedgraphbuild
g_debug_angularsensor
g_debug_constraint_sounds
g_debug_doors
g_debug_npc_vehicle_roles
g_debug_physcannon
g_debug_ragdoll_removal
g_debug_trackpather
g_debug_transitions
g_debug_turret
g_debug_vehiclebase
g_debug_vehicledriver
g_debug_vehicleexit
g_debug_vehiclesound
g_pGameMovement->ProcessMovement()
g_pGameRules->CreateStandardEntities()
g_pGameRules->EndGameFrame
g_pGameRules->PlayerThink( player )
g_pGameRules->Precache
g_pGameSaveRestoreBlockSet
g_pParticleSystemMgr->Init
g_pServerBenchmark->UpdateBenchmark
g_ragdoll_important_maxcount
g_ragdoll_maxcount
game time per map in minutes
game/map
game/mode
game/save
game/sv_cheats
game/type
game_
game_end
game_gib_manager
game_id
game_info
game_init
game_material_decals
game_player_equip
game_player_manager
game_player_team
game_playerdie
game_playerkill
game_playerleave
game_ragdoll_manager
game_score
game_server_sessions
game_shadowcontrol_params_t
game_team_master
game_text
game_time
game_type
game_ui
game_weapon_manager
game_zone_player
gameeventmanager->LoadEventsFromFile
gameextras/antenna
gameextras/helmets
gameextras/skins
gamematerial
gamemonkey
gamestat_map
gamestat_session
gamestats.dat
gamestats.log
gamestats_
gamestats_file_output_directory
gamestatsuploader->UpdateConnection
gametitle
gameui
gassound
gc_msg
gc_system_msg
gcsdk_gcmessages.proto
gcsdk_gcmessages.proto"Z\n
gear
gearLimit
gear_limit
gearratio
generic
generic_actor
generictype
gesture
gesture_height
gesture_rightleft
gesture_updown
gesture_width
gesturebasketball
gesturelaugh
gestureportalgunsmallwave
gesturerobotdance
gesturesmallwave
gesturetrickfire
get camera's current fov setting as integer
getting sound duration for %s took %f milliseconds\n
getting wav duration for %s\n
gfff
gfff.
gibangles
gibanglevelocity
gibdir
gibgravityscale
gibmodel
gibshooter
gift
gift__potential_targets
gift_wrap
give
give_me_a_point
give_portalgun
give_promo_helmet
givecurrentammo
given 2 points & ent to ignore, return fraction along line that hits world or models
given a dummy scene name and a vcd string, load the scene
given an entity reference, such as !target, get actual entity from scene object
glados.COOP_TEAMWORK_EXERCISE_ALT13
glados.dlc1_leaderboard01
glados.dlc1_leaderboard02
glados.dlc1_leaderboard03
glados.dlc1_leaderboard04
glados.dlc1_leaderboard06
glados.dlc1_leaderboard08
glados.dlc1_leaderboard09
glados.dlc1_leaderboard10
glados.dlc1_leaderboard11
glados.dlc1_leaderboard14
glados.dlc1_leaderboard15
glados.dlc1_leaderboard17
glados.dlc1_leaderboard18
glados.dlc1_leaderboard19
glados.dlc1_leaderboard21
glados.dlc1_leaderboard22
glados.dlc1_leaderboard23
glados_spoken_flags%i
glados_spoken_flags0
glados_spoken_flags1
glados_spoken_flags2
glados_spoken_flags3
glass
global %s
global_event_log_enabled
global_set
global_set <globalname> <state>: Sets the state of the given env_global (0 = OFF, 1 = ON, 2 = DEAD).
globalentity_t
globalname
globalstate
go_to_calibration
go_to_hub
goalent
godmode OFF\n
godmode ON\n
golf ball
google.protobuf"G\n
google/protobuf/descriptor.cc
google/protobuf/descriptor.pb.cc
google/protobuf/descriptor.proto
google/protobuf/descriptor_database.cc
google/protobuf/extension_set.cc
google/protobuf/extension_set_heavy.cc
google/protobuf/generated_message_reflection.cc
google/protobuf/io/coded_stream.cc
google/protobuf/io/tokenizer.cc
google/protobuf/io/zero_copy_stream_impl.cc
google/protobuf/io/zero_copy_stream_impl_lite.cc
google/protobuf/message.cc
google/protobuf/message_lite.cc
google/protobuf/reflection_ops.cc
google/protobuf/stubs/common.cc
google/protobuf/stubs/strutil.cc
google/protobuf/stubs/substitute.cc
google/protobuf/text_format.cc
google/protobuf/wire_format.cc
gordon_precriminal
graball
gravity
grenade
grenade_ar2
grenade_beam
grenade_beam_chaser
ground_entity
groundlist
group
group id
group_id
groupname
gun_barrel_02
gun_barrel_attach
gun_base_attach
gun_pitch_pose_center
gun_pitch_pose_param
gun_yaw_pose_center
gun_yaw_pose_param
gunshotsplash
gustdirchange
gustduration
h;G\fu
hCollisionEntity
hEnemy
hEntity
hFollower
hPathCorner
hUnreachableEnt
halfhealth
halloween
halloween_or_fullmoon
hammer_update_entity
hammer_update_safe_entities
hammer_updateignorelist
hammerid
handle
handle_dummy
handle_test
hard_light_bridge
hardware
hardware%d
hash
have_seen_dlc_tubes_reveal
head
head_forwardback
head_pitch
head_rightleft
head_roll
head_tilt
head_updown
head_yaw
headers
health
healthfrac
heat
heatlevel
heattime
hegrenade_detonate
height
hermit_idle
hermit_in
hermit_out
hgrunt;scientist
hidden
hide_bodygroups_deployed_only
hide_gun_when_holding
hide_until_placed
highboundary
hingeaxis
hingefriction
hintChangeReaction
hint_activator_caption
hint_activator_userid
hint_allow_nodraw_target
hint_alphaoption
hint_binding
hint_caption
hint_color
hint_flags
hint_forcecaption
hint_gamepad_binding
hint_icon_offscreen
hint_icon_offset
hint_icon_onscreen
hint_local_player_only
hint_name
hint_nooffscreen
hint_pulseoption
hint_range
hint_replace_key
hint_shakeoption
hint_static
hint_target
hint_timeout
hintactivity
hintgroup
hintlimiting
hinttype
hitbox_damage_enabled
hitboxset
hl2_
hl2_episodic
hl2_gamerules
hl2_gamerules_data
hltv_cameraman
hltv_chase
hltv_chat
hltv_fixed
hltv_message
hltv_rank_camera
hltv_rank_entity
hltv_status
hold
holdtime
holiday_restriction
host.txt
host_thread_mode
hostfile
hostip
hostname
hostport
hot_potato
hot_potato has an invalid spawner set (%s: %s). It will not respawn.\n
hot_potato has no spawner set. It will not respawn.\n
hot_potato_catcher
hot_potato_end_color
hot_potato_explode_on_fizzle
hot_potato_explosion_damage
hot_potato_explosion_damage_falloff
hot_potato_explosion_debug
hot_potato_explosion_magnitude
hot_potato_explosion_radius
hot_potato_flash_duration
hot_potato_flash_end_color
hot_potato_flash_start_color
hot_potato_flash_start_time
hot_potato_hit_breakables
hot_potato_phys_mag
hot_potato_phys_rad
hot_potato_physics_punt_player
hot_potato_socket
hot_potato_spawner
hot_potato_spawner has an invalid timer set (%s: %s). It will not respawn.\n
hot_potato_start_color
hot_potato_use_cooldown_time
hover_turret_break_dist
hscript
hslider
hull_name
hurtme
iActivity
iCollide
iComingBackWaitForSpeak
iCurTask
iDisabled
iFlags
iLockedSentence
iLoopBreakTriggerMethod
iMagnitude
iMapDataLength
iNumPortalsPlaced
iNumStepsTaken
iRadiusOverride
iRetrievePlayer
iRetrieveWaitForSpeak
iTaskInterrupt
iTemplateIndex
iTriggerMethod
iUnlockedSentence
iVal
i]Wb
ice_falling_damage_scale
ice_sphere
iconImage
identifier_value
idle
idle_down
idleclose
idleopen
ignite
ignitionpoint
ignorePhonemes
ignore_enabled
ignore_enabled_flag
ignoredClass
ignoredEntity
ignoredebris
ignoregraceupto
ignoremoveparent
ignoremsg
ignoreplayer
ignoreunseenenemies
image
image not found
imageAlignment
imageSelected
image_inventory
image_inventory_overlay
image_inventory_overlay2
image_inventory_pos_x
image_inventory_pos_y
image_inventory_size_h
image_inventory_size_w
imagecolor
impact
impact_physics_dust
impact_physics_sparks
impale
impale_forward
import "$0";\n
import_from
in-game
in_air
in_coaches_list
in_use
inactive
incomingsound
index
indexindex
indicator_panel
inertiaScale
inertiafactor
inertiascale
ineye
infinity
influence
influence_cone
info_camera_link
info_constraint_anchor
info_coop_spawn
info_coop_spawn was removed but is still in known location list.
info_game_event_proxy
info_hint
info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n
info_intermission
info_ladder_dismount
info_landmark
info_landmark_entry
info_landmark_exit
info_mass_center
info_node
info_node_air
info_node_air_hint
info_node_climb
info_node_hint
info_node_link
info_node_link_controller
info_npc_spawn_destination
info_null
info_overlay_accessor
info_paint_sprayer
info_particle_system
info_particle_system (%s) has no particle system name specified!\n
info_placement_helper
info_player_coop
info_player_deathmatch
info_player_ping_detector
info_player_start
info_player_teamspawn
info_player_teamspawn with invalid team number: %d\n
info_portal_score
info_projecteddecal
info_radial_link_controller
info_remarkable
info_target
info_target_instructor_hint
info_target_personality_sphere
info_teleport_destination
info_vehicle_groundspawn
info_vehicle_groundspawn with invalid team number: %d\n
infocus_bgcolor_override
infodecal
infos
initial_inventory
initial_particles
initial_quantity
initializers
initialstate
inmax
inmin
inner_radius
input: (%s) -> (%s,%s), from (%s)\n
input: (%s,%d) -> (%s,%s), from (%s)\n
input: (%s,%s) -> (%s,%s), from (%s)\n
input_item_dupe_counts
input_items
input_items_criteria
instance_data
instanced_scripted_scene
instructor_server_hint_create
instructor_server_hint_stop
int( %d = 0x%X )
int32
int64
int_array
interface_name
interior
interp_time
interrupt
interruptability
interrupts
interval_max
interval_min
intheair
inventoryPos
invert_exclusion
is_ballbot
is_collection
is_console
is_eggbot
is_pc
isbot
iszActivityName
iszCrashSound
iszGenericType
iszInteractionName
iszMapData
iszMyWeapon
iszSequence
iszSound
iszStateSounds
iszTheirWeapon
iszVal
item
itemID
itemIndex
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_class
item_def_index
item_description
item_dynamic_resupply
item_enable_content_streaming
item_enable_dynamic_loading
item_flags
item_flare_round
item_healthkit
item_healthvial
item_iconname
item_id
item_level_max
item_level_min
item_level_set
item_logname
item_name
item_name_custom
item_nugget
item_quality
item_quality_chance_common
item_quality_chance_rare
item_quality_chance_unique
item_quality_set
item_rpg_round
item_schema_version
item_set
item_sets
item_show_whitelistable_definitions
item_slot
item_sodacan
item_suit
item_suitcharger
item_type_name
items
items_game_url
j;G\fu
japanese
java_generic_services
java_multiple_files
java_outer_classname
jaw_clencher
jaw_drop
jeep
jklmnopqrstuvwxyzyxwvutsrqponmlkj
job warning: Resuming job '%s (id: %lld)' due to timeout while paused for %s\n
jump_button_can_activate_trampoline_bounce
jump_helper_debug_enabled
jump_helper_enabled
jump_helper_late_jump_max_time
jump_helper_look_ahead_time
kE\f0
kFPD
kFl8
kM\fD
kM\fP
kOP8
kWPD
k_EGCMsgResponseDenied
k_EGCMsgResponseInvalid
k_EGCMsgResponseNoMatch
k_EGCMsgResponseNotLoggedOn
k_EGCMsgResponseOK
k_EGCMsgResponseServerError
k_EGCMsgResponseTimeout
k_EGCMsgResponseUnknownError
kdtree_test
key_id
keyboardFocusColor_override
keyframe_rope
keyframe_track
keymappingindex
keynameindex
keys
keyvalues2
keyvalues2_flat_v1
keyvalues2_v1
kff.
kfffff.
kickid %d CBaseEntity::InputKill()\n
kill
kill eater
kill eater 2
kill eater score type
kill eater score type 2
killer
killer_steam_id
killing %s\n
killtarget
killvector
kochanek
kochanek_early
kochanek_late
ku\f\ff
ku\fp
label
labelText
ladder
ladderSurfaceProperties
landmark
landmarkModelSpace
language
large car
large_fx_scale
laser_attachment
laser_end
laser_relay_powered
laser_start
laser_start_glow
laser_target
laserentity
lastBarWidth
last_valid_class
last_valid_item_slot
last_valid_item_slot not set!
latitude
launchDirection
launchTarget
launchconenoise
lead_fail
leaderboard_open %i
left
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
leftedge
leftportal
length
lengthprop%d
lengthproxy
lens
lerptime
level
levelName
level_complete_data
level_placard_screen
levelsPerAttrChance
levels_completed_this_branch
lffff.
lfomodpitch
lfomodvol
lforate
lfotype
libprotobuf %s %s:%d] %s\n
license
life
lifespan_decay
lifetime
lifetime_max
lifetime_min
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_position_name
light_spot
lightcolor
lightfov
lightonlytarget
lights/light_orange001
lightworld
linearForce
linear_interp
linked partner: %s
linked_portal_door
linktype
listRecentNPCSpeech
listener
listenserver.cfg
load
load_recent_checkpoint
loader
loadondemand
loadtime
lobby_select_day
locBody
locHeader
localBits
localSound
localcontrastedgestrength
localcontraststrength
localdata
localization_token
localize
location
locationproxy
lock to bone
lockbodyfacing
locked
locked_sentence
locked_sound
lockpoint
locksound_t
locomotive
logic_achievement
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_coop_manager
logic_eventlistener
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_playerproxy
logic_playmovie
logic_proximity
logic_random_outputs
logic_register_activator
logic_relay
logic_scene_list_manager
logic_script
logic_timer
logic_timescale
look_dependent_auto_long_jump_enabled
look_dependent_auto_long_jump_min_cos_angle
look_entity
lookat
lookatname
loop
loop_break_trigger
loop_in_action
loopcount
looping
loopmovesound
loopsingleplayermaps
loopvideo
loot_list
loot_list_name
lowboundary
lowerThreshold
lowerleft
lowerright
lservercfgfile
ltime
m;G\fu
m_AIAddOn
m_ActiveScenes
m_Activity
m_Actor
m_ActorTargetProxTester
m_ActualFlags
m_AirFinished
m_AllIntCompares
m_AmbientLight
m_AmbientLight.m_flIntensity
m_AmbientLight.m_vColor
m_AmbientLight.m_vPos
m_Amplitude
m_Angles
m_AngularVelocity
m_AnimOverlay
m_ArmorValue
m_AssaultCue
m_AssaultHintGroup
m_AssaultPointName
m_AtTarget
m_AttributeList
m_Attributes
m_BallRespawnTime
m_BiasZone
m_BluePortal
m_BoneFollowerManager
m_BranchMethod
m_BusyActor
m_CachedDuckHullMaxAttempt
m_CachedDuckHullMinAttempt
m_CachedStandHullMaxAttempt
m_CachedStandHullMinAttempt
m_CamerasDetached
m_CanInDispenser
m_CatapultPosition
m_ChainTarget
m_CheckOnGroundTimer
m_ChildTargetName
m_ChooseEnemyTimer
m_Collision
m_CollisionGroup
m_Color
m_Color1
m_Color2
m_CommandMoveMonitor
m_ConceptCategoryTimers
m_ConceptHistories
m_ConceptTimers
m_CriterionDistance
m_CriterionVisibility
m_CubeSpawn
m_CurrentFollowActivity
m_CurrentStage
m_CurrentWeaponProficiency
m_DamageFromTurrets
m_DegreesPerSecond
m_Density
m_DensityRampSpeed
m_DirLight
m_DirLight.m_flIntensity
m_DirLight.m_vColor
m_DirLight.m_vPos
m_DirectionalMarker
m_DistMax
m_Distance
m_DmgOrigin
m_DmgRadius
m_DmgSave
m_DmgTake
m_DownSequence
m_DuckHullMax
m_DuckHullMin
m_Duration
m_DustFlags
m_EffectData
m_EffectState
m_Efficiency
m_ElementList
m_EndColor
m_EndEntity
m_EndSize
m_EnemiesSerialNumber
m_EnemyInfos
m_EntityPortalledNetworkMessages
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_ExactVelocityChoice
m_Explosion
m_ExplosionMagnitude
m_Exponent
m_FOV
m_FacingPercentage
m_FadeDuration
m_FadeEndTime
m_FadeStartTime
m_FailChooseEnemyTimer
m_FallSpeed
m_Filter
m_FindMethod
m_Flags
m_FlexweightBodyRightLeft
m_FlexweightChestRightLeft
m_FlexweightGestureRightLeft
m_FlexweightGestureUpDown
m_FlexweightHeadForwardBack
m_FlexweightHeadRightLeft
m_FlexweightHeadTilt
m_FlexweightHeadUpDown
m_FogColor
m_FollowDelay
m_FollowNavGoal
m_ForcedActivity
m_ForcedGrabController
m_ForwardVector
m_FreePassMoveMonitor
m_FreePassTimeRemaining
m_Frequency
m_FrontMoveMonitor
m_FrontTimer
m_GenericHintType
m_GibDir
m_GiveUpOnDeadEnemyTimer
m_HackedGunPos
m_Handle
m_HeightZone
m_HintChangeReaction
m_HoldTime
m_Holder
m_IdealActivity
m_IdealNPCState
m_IdealSchedule
m_IdealTranslatedActivity
m_IdealWeaponActivity
m_IdealYaw
m_IdleDownSequence
m_IdleSequence
m_IdleUpSequence
m_InAirState
m_Info
m_InitialState
m_InnerAngle
m_InternalData
m_Interruptability
m_Item
m_ItemID
m_JetLength
m_LastEnterTime
m_LastEnterWeight
m_LastExitTime
m_LastExitWeight
m_LastHitGroup
m_LastLookDist
m_LeaveTarget
m_LengthZone
m_LifetimeMax
m_LifetimeMin
m_LightColor
m_LightStyle
m_Line
m_Listeners
m_Local
m_LogicBranchList
m_LookDist
m_LostLOSTimer
m_LostTimer
m_MagnettedEntities
m_Magnitude
m_MainSoundscapeName
m_ManagedNonWeapons
m_Map
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_MoveAndShootOverlay
m_MoveCollide
m_MoveEfficiency
m_MoveMonitor
m_MoveType
m_MovementSpeed
m_NPCState
m_NearestEntityDistance
m_Network
m_NewColor
m_NextAssaultPointName
m_NoValidActors
m_NodeData
m_NoiseArrived
m_NoiseArrivedClosed
m_NoiseMoving
m_NoiseMovingClosed
m_NoiseRunning
m_NotifyOnPortalled
m_NumBeams[0]
m_NumBeams[1]
m_ObjectPlacedSize
m_OldColor
m_OldStickNormal
m_On
m_OnAcquireEnemies
m_OnActivatedEndpoint
m_OnAllFalse
m_OnAllLiveChildrenDead
m_OnAllSpawned
m_OnAllSpawnedDead
m_OnAllTrue
m_OnAlyxFinishedInteraction
m_OnAlyxStartedInteraction
m_OnAmmoDepleted
m_OnAquireTarget
m_OnArrival
m_OnArrivalDone
m_OnArrivedAtDestinationNode
m_OnAssaultClear
m_OnAwakened
m_OnBackgroundMap
m_OnBallCaught
m_OnBallGrabbed
m_OnBallHitBottomSide
m_OnBallHitTopSide
m_OnBallReinserted
m_OnBeginFade
m_OnBeginSentence
m_OnBeginSequence
m_OnBlockedClosing
m_OnBlockedOpening
m_OnBluePickUp
m_OnBluePlayerPinged
m_OnBlueWin
m_OnBreak
m_OnButtonReset
m_OnCacheInteraction
m_OnCancelFailedSequence
m_OnCancelSequence
m_OnCanceled
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_OnCatapulted
m_OnChangeLevel
m_OnChangeToAllFalse
m_OnChangeToAllTrue
m_OnChangeToAnyFalse
m_OnChangeToAnyTrue
m_OnChangedFromMax
m_OnChangedFromMin
m_OnChargingPhyscannon
m_OnCheckpointActivated
m_OnCheckpointReset
m_OnClose
m_OnCommentaryMidGame
m_OnCommentaryMultiplayerSpawn
m_OnCommentaryNewGame
m_OnCompletion
m_OnConditionsSatisfied
m_OnConditionsTimeout
m_OnConstraintBroken
m_OnConvert
m_OnCoopPing
m_OnCreditsDone
m_OnDamaged
m_OnDamagedByPlayer
m_OnDamagedByPlayerSquad
m_OnDeath
m_OnDefault
m_OnDenyCommanderUse
m_OnDeploy
m_OnDissolve
m_OnDissolveBox
m_OnDissolveWeapon
m_OnDone
m_OnDuck
m_OnEmpty
m_OnEndFollow
m_OnEndSentence
m_OnEndSequence
m_OnEndTouch
m_OnEndTouchAll
m_OnEndTouchBluePlayer
m_OnEndTouchBothLinkedPortals
m_OnEndTouchLinkedPortal
m_OnEndTouchOrangePlayer
m_OnEndTouchPortal
m_OnEndTouchPortal1
m_OnEndTouchPortal2
m_OnEntityPostPortalled
m_OnEntityPrePortalled
m_OnEntityTeleportFromMe
m_OnEntityTeleportToMe
m_OnEqual
m_OnEqualTo
m_OnEventFired
m_OnExplode
m_OnExploded
m_OnExtinguished
m_OnFacingLookat
m_OnFail
m_OnFailedAllObjectives
m_OnFailure
m_OnFalse
m_OnFire
m_OnFired
m_OnFiredPortal1
m_OnFiredPortal2
m_OnFirstBallReinserted
m_OnFizzle
m_OnFizzled
m_OnForcedInteractionAborted
m_OnForcedInteractionFinished
m_OnForcedInteractionStarted
m_OnFoundEnemy
m_OnFoundEntity
m_OnFoundPlayer
m_OnFoundTarget
m_OnFull
m_OnFullyClosed
m_OnFullyOpen
m_OnFutbolCaught
m_OnFutbolGrabbed
m_OnFutbolReleased
m_OnFutbolSpawned
m_OnGameEnd
m_OnGameStart
m_OnGetSpeed
m_OnGetValue
m_OnGotController
m_OnGotPlayerController
m_OnGreaterThan
m_OnGreaterThanOrEqualTo
m_OnHalfEmpty
m_OnHalfHealth
m_OnHealthChanged
m_OnHearCombat
m_OnHearPlayer
m_OnHearWorld
m_OnHeardSound
m_OnHeatLevelEnd
m_OnHeatLevelStart
m_OnHitMax
m_OnHitMin
m_OnHotPotatoCaught
m_OnHotPotatoGrabbed
m_OnHotPotatoReleased
m_OnHotPotatoSpawned
m_OnHurt
m_OnHurtPlayer
m_OnIgnite
m_OnIgnited
m_OnIn
m_OnJump
m_OnLastBallGrabbed
m_OnLessThan
m_OnLessThanOrEqualTo
m_OnLoadGame
m_OnLockedUse
m_OnLoseTarget
m_OnLostController
m_OnLostEnemies
m_OnLostEnemy
m_OnLostEnemyLOS
m_OnLostPlayer
m_OnLostPlayerController
m_OnLostPlayerLOS
m_OnLostTarget
m_OnMagnetAttach
m_OnMagnetDetach
m_OnMapSpawn
m_OnMapTransition
m_OnMetBronzeObjective
m_OnMetGoldObjective
m_OnMetSilverObjective
m_OnMixed
m_OnMotionEnabled
m_OnMultiNewMap
m_OnMultiNewRound
m_OnNPCFinishedBusy
m_OnNPCLeft
m_OnNPCLeftQueue
m_OnNPCLostSeeEntity
m_OnNPCPickup
m_OnNPCSeeEnemy
m_OnNPCStartedBusy
m_OnNPCStartedLeavingQueue
m_OnNPCStartedUsing
m_OnNPCStoppedUsing
m_OnNewGame
m_OnNext
m_OnNotEqual
m_OnNotEqualTo
m_OnNotFacingLookat
m_OnNotTouching
m_OnObjectPlaced
m_OnOff
m_OnOn
m_OnOpen
m_OnOrangePickUp
m_OnOrangePlayerPinged
m_OnOrangeWin
m_OnOut
m_OnOutOfWorld
m_OnOuttroStatsDone
m_OnPainted
m_OnPass
m_OnPhysCannonAnimatePostStarted
m_OnPhysCannonAnimatePreStarted
m_OnPhysCannonAnimatePullStarted
m_OnPhysCannonDetach
m_OnPhysCannonPullAnimFinished
m_OnPhysGunDrop
m_OnPhysGunOnlyPickup
m_OnPhysGunPickup
m_OnPhysGunPunt
m_OnPingDetected
m_OnPlacedSuccessfully
m_OnPlay
m_OnPlaybackFinished
m_OnPlayer1Pinged
m_OnPlayer2Pinged
m_OnPlayerDrop
m_OnPlayerGotOffLadder
m_OnPlayerGotOnLadder
m_OnPlayerInZone
m_OnPlayerOutZone
m_OnPlayerPickup
m_OnPlayerSpawn
m_OnPlayerTeleportFromMe
m_OnPlayerTeleportToMe
m_OnPlayerTouch
m_OnPlayerUse
m_OnPostIdleEndSequence
m_OnPostSpawnBall
m_OnPowered
m_OnPressed
m_OnPressedBlue
m_OnPressedOrange
m_OnPrimaryPortalPlaced
m_OnProxyRelay1
m_OnProxyRelay10
m_OnProxyRelay11
m_OnProxyRelay12
m_OnProxyRelay13
m_OnProxyRelay14
m_OnProxyRelay15
m_OnProxyRelay16
m_OnProxyRelay17
m_OnProxyRelay18
m_OnProxyRelay19
m_OnProxyRelay2
m_OnProxyRelay20
m_OnProxyRelay21
m_OnProxyRelay22
m_OnProxyRelay23
m_OnProxyRelay24
m_OnProxyRelay25
m_OnProxyRelay26
m_OnProxyRelay27
m_OnProxyRelay28
m_OnProxyRelay29
m_OnProxyRelay3
m_OnProxyRelay30
m_OnProxyRelay4
m_OnProxyRelay5
m_OnProxyRelay6
m_OnProxyRelay7
m_OnProxyRelay8
m_OnProxyRelay9
m_OnPushedPlayer
m_OnQueueMoved
m_OnRappelTouchdown
m_OnReachedPosition
m_OnReadyToFire
m_OnRegisteredActivate1
m_OnRegisteredActivate2
m_OnRegisteredActivate3
m_OnRegisteredActivate4
m_OnReleased
m_OnRemove
m_OnRetire
m_OnRocketExplode
m_OnRotationDone
m_OnRoundEnd
m_OnRoutedSound
m_OnScriptEvent[0]
m_OnScriptEvent[1]
m_OnScriptEvent[2]
m_OnScriptEvent[3]
m_OnScriptEvent[4]
m_OnScriptEvent[5]
m_OnScriptEvent[6]
m_OnScriptEvent[7]
m_OnSecondaryPortalPlaced
m_OnShotAtPlayer
m_OnShowMessage
m_OnSleep
m_OnSpark
m_OnSpawn
m_OnSpawnNPC
m_OnStart
m_OnStartSlowingTime
m_OnStartTouch
m_OnStartTouchAll
m_OnStartTouchBluePlayer
m_OnStartTouchBothLinkedPortals
m_OnStartTouchLinkedPortal
m_OnStartTouchOrangePlayer
m_OnStartTouchPortal
m_OnStartTouchPortal1
m_OnStartTouchPortal2
m_OnStopSlowingTime
m_OnSuccess
m_OnSuddenDeath
m_OnSurfaceChangedFromTarget
m_OnSurfaceChangedToTarget
m_OnSurveyComplete
m_OnTakeDamage
m_OnTargeted
m_OnTaunted
m_OnTauntedBlue
m_OnTauntedBlueFinished
m_OnTauntedFinished
m_OnTauntedOrange
m_OnTauntedOrangeFinished
m_OnTie
m_OnTimeout
m_OnTimer
m_OnTimerHigh
m_OnTimerLow
m_OnTipped
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_OnTripped
m_OnTrue
m_OnUnDuck
m_OnUnPressed
m_OnUnblockedClosing
m_OnUnblockedOpening
m_OnUnpowered
m_OnUnpressed
m_OnUse
m_OnUseLocked
m_OnUser1
m_OnUser2
m_OnUser3
m_OnUser4
m_OnVehicleSpawn
m_OnWake
m_Opacity
m_Origin
m_OriginPosition
m_OutColor1
m_OutColor2
m_OutRemainingCharge
m_OutValue
m_OuterAngle
m_OutputShootFail
m_OutputShootSuccess
m_Output[0]
m_Output[1]
m_Output[2]
m_Output[3]
m_Output[4]
m_Output[5]
m_Output[6]
m_Output[7]
m_PSName
m_PainFinished
m_PaintAmmoPerType
m_PaintPowerType
m_PaintedPowerTimer
m_PaintedPowerType
m_ParameterBodyYaw
m_ParameterGestureHeight
m_ParameterGestureWidth
m_ParameterHeadPitch
m_ParameterHeadRoll
m_ParameterHeadYaw
m_ParameterNeckTrans
m_ParameterSpineYaw
m_Params
m_ParticleDrawWidth
m_ParticleLifetime
m_ParticleSpacingDistance
m_ParticleTrail
m_PassengerInfo
m_PendingConcept
m_PendingResponse
m_PerformanceMode
m_PlayerActorProxTester
m_PlayerDied
m_PlayerFog
m_PlayerFog.m_hCtrl
m_PlayerFreePass
m_PlayerGunType
m_PlayerID
m_PlayerMoveMonitor
m_PlayerPosition
m_PlayerTargetProxTester
m_PlayersInCount
m_PlayersOutCount
m_PortalEventListeners
m_PortalJumps
m_PortalLocal
m_PortalPosition
m_PortalSimulator
m_Position
m_PowerOnSequence
m_PrePaintedPower
m_ProviderType
m_Providers
m_Radius
m_RallyPoint
m_RallySelectMethod
m_RallySequenceName
m_RandomCoverChangeTimer
m_Rate
m_RawPanelBitVec
m_ReceivedAssaultCue
m_Recipients
m_Relationship
m_RelationshipString
m_RenameNPC
m_RepathOnFollowTimer
m_RequestedPlayerHealth
m_Resolution
m_RespawnCount
m_ResponseContexts
m_ReuseDelay
m_RopeFlags
m_RopeLength
m_RotationSpeed
m_SafePlaceMoveMonitor
m_SavedDistTooFar
m_ScaleType
m_Scenes
m_ScheduleChannels
m_ScheduleState
m_Score
m_ScriptArrivalActivity
m_ScriptedInteractions
m_SearchType
m_SeenHighPriority
m_SeenMisc
m_SeenNPCs
m_SelfMoveMonitor
m_ServerVehicle
m_Shared
m_ShotRegulator
m_Slack
m_SlaveName
m_SleepFlags
m_SleepState
m_SoundClose
m_SoundLevel
m_SoundMoving
m_SoundName
m_SoundOpen
m_SoundPool
m_SoundscapeName
m_SourceEntityName
m_SourceName
m_SpawnRadius
m_SpawnRate
m_Speed
m_SpeedMax
m_SpotRadius
m_SpotlightTextureName
m_SpreadSpeed
m_SquadData
m_SquadName
m_StandHullMax
m_StandHullMin
m_StartColor
m_StartEntity
m_StartSize
m_State
m_StatsThisLevel
m_StickNormal
m_StopEmitTime
m_String_tFileName
m_String_tMapName
m_String_tMaterialName
m_String_tSlideshowDirectory
m_StuckLast
m_StuckPosition
m_Subdiv
m_Successfull
m_TargetDir
m_TargetFOV
m_TargetMonitor
m_TempAttenuation
m_TextureName
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m_TiltTime
m_Time
m_TimeBeforeSpreadFacing
m_TimeBlockUseWaitPoint
m_TimeCheckForWaitPoint
m_TimeForceCoverHint
m_TimeLastLook
m_TimeLastLookHighPriority
m_TimeLastLookMisc
m_TimeLastLookNPCs
m_TimeNextAvailable
m_TimeNextSpreadFacing
m_TimePendingSet
m_TimePreventForceNewEnemy
m_Timeout
m_Timer
m_TouchType
m_TriggerHitPoints
m_Type
m_UnreachableEnts
m_Up
m_UpSequence
m_UpdateEnemyPosTimer
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m_VariantValue
m_VehiclePhysics
m_VehiclePhysics.m_pVehicle
m_VehiclePhysics.m_pWheels
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m_Weight
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m_WindAngle
m_WindCallback
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m_WithProxy
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m_YawSpeed
m_aThinkFunctions
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m_addLength
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m_aggressiveness
m_allAsleep
m_allowIntersection
m_altName
m_angAbsRotation
m_angEyeAngles
m_angEyeAngles[0]
m_angEyeAngles[1]
m_angGibRotation
m_angGoal
m_angParentAngles
m_angPhysReplacementLocalOrientation
m_angPortalExitAngles
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_angleAlignment
m_angleChange
m_anglesOverrideString
m_angular
m_angularAcceleration
m_angularLimit
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m_animate
m_args
m_arrivalActivity
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m_attachedPositionObjectSpace
m_attachmentPointBoneSpace
m_attachmentPointRagdollSpace
m_attack2axis
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_autoKickDisabled
m_avoidRange
m_axis
m_axisEnd
m_bAbandonIfEnemyHides
m_bAcceptsBall
m_bActivateWhenAtRest
m_bActivated
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m_bAimingAtTarget
m_bAlive
m_bAllowAutoMovement
m_bAllowCombatActBusyTeleport
m_bAllowDiversion
m_bAllowFindLateralLos
m_bAllowInstantSpawn
m_bAllowNewGibs
m_bAllowNoDrawTarget
m_bAllowObjectOverhead
m_bAllowPortalFunnel
m_bAllowShootThroughPortals
m_bAllowSilentDissolve
m_bAllowUserSkip
m_bAltFireHudHintDisplayed
m_bAltFiresUnderwater
m_bAlternateFOV
m_bAlternateSorting
m_bAlwaysTransmitToClient
m_bAlwaysUpdate
m_bAnimate
m_bAnimateEveryFrame
m_bAnimatedEveryTick
m_bAnimationDone
m_bApplyAngularImpulse
m_bAtRest
m_bAttached
m_bAttemptHullResize
m_bAutoAimEnabled
m_bAutoFireWeapon
m_bAutoHideButtons
m_bAutoHideSelf
m_bAutoStart
m_bAutomated
m_bAwake
m_bBlinkState
m_bBlockLOSSetByPropData
m_bBlockedSpawner
m_bBounceDie
m_bBouncedThisFrame
m_bBreakOnNonIdle
m_bBusy
m_bButtonState
m_bCalledStartMove
m_bCameraSpace
m_bCanFirePortal1
m_bCanFirePortal2
m_bCanPushPlayer
m_bCanSeeTarget
m_bCanSpeakWhileScripting
m_bCancelAtNextInterrupt
m_bCannotDieDuringInteraction
m_bCaptureInProgress
m_bCarriedByPlayer
m_bCarriedEntityBlocksLOS
m_bCheapEffect
m_bCheckAllIDs
m_bCheckContacts
m_bCheckpointActive
m_bChooseFarthestPoint
m_bClearOnContact
m_bClientCheckPVSDirty
m_bClientPhysics
m_bClientSide
m_bClientSideAnimation
m_bClientSideFrameReset
m_bClientSidePredicted
m_bClientSideRagdoll
m_bColdWorld
m_bCollide
m_bCommentaryEnabledMidGame
m_bCompletedEarly
m_bConditionsGathered
m_bConnected
m_bConstrainBetweenEndpoints
m_bConstraintPastRadius
m_bCoopCreditsLoaded
m_bCoopFadeCreditsState
m_bCountingDown
m_bCreatePlacementHelper
m_bCreatedFromMapFile
m_bCrouchDesired
m_bDOFEnabled
m_bDamageForce
m_bDamaged
m_bDampAllRotation
m_bDeferringToPortal
m_bDelayTippedTalk
m_bDelayed
m_bDeveloperOnly
m_bDidActivate
m_bDidDeathCleanup
m_bDidFireOnce
m_bDirectionSuppressAirControl
m_bDirectional
m_bDisableBoneFollowers
m_bDisableMotion
m_bDisableNPCCollisions
m_bDisablePlacementHelper
m_bDisablePlayerMove
m_bDisablePropLookup
m_bDisableRecaptureOnPlayerGrab
m_bDisableShadows
m_bDisabled
m_bDisplayPerf
m_bDisplayTitle
m_bDiverting
m_bDoFullTransmit
m_bDoneCorrectPitch
m_bDoneStickInterp
m_bDontCancelOtherSequences
m_bDontRemove
m_bDontSaveGraph set, using synchronous map rebuild\n
m_bDontSpeakStart
m_bDontUseSemaphore
m_bDoorGroup
m_bDrawBeams
m_bDrawOnly
m_bDrawViewmodel
m_bDropEnabled
m_bDuckEnabled
m_bDuckToggled
m_bDucked
m_bDuckedInAir
m_bDucking
m_bEaseAnglesToCamera
m_bEfficientSpotlight
m_bEmit
m_bEnableLocalLightShadows
m_bEnableShadows
m_bEnabled
m_bEndPointValid
m_bEndpointActive
m_bEnemyStatus
m_bEngineLocked
m_bEnterAnimOn
m_bExclusive
m_bExitAnimOn
m_bExitedBusyToDueLostSeeEntity
m_bExitedBusyToDueSeeEnemy
m_bExpectingWeapon
m_bExplodeOnTouch
m_bExplosive
m_bFaceLeft
m_bFadeCorpse
m_bFadeInTime
m_bFakeLadder
m_bFinishFreezing
m_bFireOnArrival
m_bFireOnDeparture
m_bFireOnEmpty
m_bFireOnPlayer
m_bFired
m_bFiredGrabbedOutput
m_bFiresUnderwater
m_bFiringErase
m_bFiringPaint
m_bFirstBlocked
m_bFirstCollisionAfterLaunch
m_bFirstFacing
m_bFirstPickup
m_bFlashlightEnabled
m_bFogEnable
m_bFollowNavFailed
m_bForceActBusy
m_bForceCaption
m_bForceClosed
m_bForceConditionsGather
m_bForceCrouch
m_bForceEyesToAttachment
m_bForceGunOnSpawn
m_bForceNewLevelUnit
m_bForcePlacement
m_bForcePlayerEyePoint
m_bForcePrecache
m_bForcePurgeFixedupStrings
m_bForceReachFront
m_bForceServerRagdoll
m_bForceSynch
m_bForceUpdate
m_bForcedAsBox
m_bForcedDuck
m_bForcedExit
m_bForcedMove
m_bForcedObserverMode
m_bForcedSimplify
m_bForcedSlave
m_bForcingDrop
m_bForward
m_bFromPortal
m_bFromReflectedCube
m_bGagLeader
m_bGagged
m_bGameEndAlly
m_bGenerated
m_bGoalPosSet
m_bGoalTypeSet
m_bGrabAll
m_bHackedByAlyx
m_bHadOwner
m_bHasBeenPhysgunned
m_bHasBeenPickedUp
m_bHasBeenPressed
m_bHasDynamicLight
m_bHasFutbol
m_bHasGun
m_bHasHitSomething
m_bHasHotPotato
m_bHasOwner
m_bHasPaint
m_bHasPreferredCarryAngles
m_bHasRocketOut
m_bHasSightOfEnemy
m_bHasWarned
m_bHasWarnedAI
m_bHeatAtLevel
m_bHeld
m_bHeldObjectOnOppositeSideOfPortal
m_bHintGroupNavLimiting
m_bHitAssaultPoint
m_bHitMax
m_bHitMin
m_bHitRallyPoint
m_bHoldAnimation
m_bIgnoreDebris
m_bIgnoreGravity
m_bIgnoreMoveParent
m_bIgnorePlayerCollisions
m_bIgnoreRelativePitch
m_bIgnoreTransientEntities
m_bIgnoreUnseenEnemies
m_bImportanRagdoll
m_bInAScript
m_bInDuckJump
m_bInQueue
m_bInReload
m_bInRestInterval
m_bInValue
m_bInitialAheadTest
m_bInitialPositionSet
m_bInitialized
m_bInitiatedSelfDelete
m_bInputForcedClear
m_bInterpolationWrap
m_bInterruptSceneFinished
m_bInterrupted
m_bInterruptedActorsScenes
m_bIntersectingPortalPlane
m_bInvertAllow
m_bInvertExclusion
m_bIsABox
m_bIsActive
m_bIsAnimating
m_bIsAutoAiming
m_bIsBackground
m_bIsBroken
m_bIsChecked
m_bIsCountdownTimer
m_bIsCrouching
m_bIsDead
m_bIsEnabled
m_bIsFiring
m_bIsFlying
m_bIsHoldingSomething
m_bIsHorizontal
m_bIsInfiniteLife
m_bIsLethal
m_bIsLinkedToPartner
m_bIsLive
m_bIsLocked
m_bIsMobile
m_bIsMoving
m_bIsOn
m_bIsOpen
m_bIsPlayingBack
m_bIsPlayingEntry
m_bIsPortal2
m_bIsShortcircuit
m_bIsSprite
m_bIsTeleportingDueToMoveTo
m_bIsTimed
m_bIsTimer
m_bIsTransparent
m_bIsUrgent
m_bIsWalkableSetByPropData
m_bJumpedThisFrame
m_bKillWeapons
m_bLagCompensate
m_bLagCompensation
m_bLaserOn
m_bLastBoost
m_bLastNavFailed
m_bLastSkid
m_bLastTargetWasNPC
m_bLastThrottle
m_bLaunchByDirection
m_bLaunched
m_bLeadDuringCombat
m_bLeading
m_bLeaveAsleep
m_bLeaving
m_bLightOnlyTarget
m_bLightWorld
m_bLoadAlternativeModels
m_bLocalPlayerOnly
m_bLocked
m_bLockedSentence
m_bLockedSound
m_bLookAtPlayerPings
m_bLoopActionSequence
m_bLoopMoveSound
m_bLoopVideo
m_bLooping
m_bLowPriority
m_bLowered
m_bManualSpeedChanges
m_bMapNamesLoaded
m_bMaster
m_bMatchLinkedAngles
m_bMeasurePerf
m_bMegaPhysgun
m_bMicAndSpeakersLinkedToRemote
m_bModel
m_bMounted
m_bMovementDisabled
m_bMovingAndShooting
m_bMovingForward
m_bMovingToBusy
m_bMovingToCover
m_bMultiplayer
m_bNPCInRoute
m_bNeedGraphRebuild
m_bNeedToSetBounds
m_bNeedsToPlayExitAnim
m_bNegated
m_bNeverSayHello
m_bNeverTimeout
m_bNewAnimCommandsSemaphore
m_bNewSkins
m_bNoAlarmSounds
m_bNoDmgForce
m_bNoEmitterParticles
m_bNoExpirationTime
m_bNoGibShadows
m_bNoListRepeats
m_bNoOffscreen
m_bNoPathcornerPathfinds
m_bNoPlacementHelper
m_bNoShootWhileMove
m_bNotOnNetwork
m_bNotSolidToWorld
m_bObject1InRange
m_bObject2InRange
m_bOldActivatedState
m_bOldShadowState
m_bOn
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m_bOnlyVelocityCheck
m_bOpenProngs
m_bOriginalBlockLOS
m_bOutOfAmmo
m_bPanicked
m_bPatrolBreakable
m_bPatrolling
m_bPauseBonusProgress
m_bPaused
m_bPausedViaInput
m_bPerformAvoidance
m_bPerformLeading
m_bPhysicsEnabled
m_bPickupDisabled
m_bPickupEnabled
m_bPingDisabled
m_bPitchReorientation
m_bPlacingPhoto
m_bPlaySpawnSound
m_bPlayed
m_bPlayerActorFOVTrueCone
m_bPlayerAvoidState
m_bPlayerBlockedNodes
m_bPlayerCanShoot
m_bPlayerStateA
m_bPlayerStateB
m_bPlayerTargetFOVTrueCone
m_bPlayerUnderwater
m_bPlayersPassTriggerFilters
m_bPoisoned
m_bPoseValueParity
m_bPostSpawnUseAngles
m_bPotatos
m_bPowered
m_bPreciseMovement
m_bPredictWeapons
m_bPreventChangesWhileMoving
m_bPreventFastReset
m_bPreventMovement
m_bPreventWeaponPickup
m_bPreventedCrouchJumpThisFrame
m_bRandomAnimator
m_bReadyToFire
m_bReciprocal
m_bReloadHudHintDisplayed
m_bReloadsSingly
m_bRemoveable
m_bReversed
m_bRolledOutroCredits
m_bRun
m_bRusted
m_bSaveImportant
m_bSeeEnemyThroughPortal
m_bSelfDestructing
m_bSendHandle
m_bSequenceFinished
m_bSequenceLoops
m_bSetBonus
m_bSharedEnvironmentConfiguration
m_bShatter
m_bShouldDetach
m_bShouldDrawPlayerWhileUsingViewEntity
m_bShouldFindNPCs
m_bShouldHarrass
m_bShouldLock
m_bShouldRespawn
m_bShouldSpark
m_bShowCountdown
m_bShowingPotatos
m_bShowingViewFinder
m_bSilent
m_bSilentDropAndPickup
m_bSimpleProjection
m_bSimulatedEveryTick
m_bSinglePlayerGameEnding
m_bSkewAccelerationForward
m_bSkippedChooseEnemy
m_bSnapToGoal
m_bSnapToHelperAngles
m_bSolidBsp
m_bSoundPlaying
m_bSpawnFromDeath
m_bSpeedModActive
m_bSpotlightOn
m_bSpottedPlayerOutOfCover
m_bStartActive
m_bStartDark
m_bStartDisabled
m_bStartOff
m_bStartPointValid
m_bState
m_bStatic
m_bStopAtStartPos
m_bStopScenesWhenPlayerLost
m_bStopped
m_bStretchToFill
m_bStruckEntity
m_bStuckOnPortalCollisionObject
m_bSuppressAnimSounds
m_bSwitch
m_bSynchPostIdles
m_bTargetUnreachable
m_bTargetWasAsleep
m_bTauntDisabled
m_bTauntRemoteView
m_bTauntRemoteViewFOVFixup
m_bTeamPlayEnabled
m_bTeleportToBusy
m_bTerminalPoint
m_bThinking
m_bThrownByPlayer
m_bTimeoutFired
m_bTimerActive
m_bTimerCancelled
m_bToPortal
m_bTookPhysicsDamage
m_bTouchedByPlayer
m_bTouchingPortal1
m_bTouchingPortal2
m_bTrackActive
m_bTrickFire
m_bTriggerOnce
m_bTripwireMode
m_bUnableToFire
m_bUnderCrosshair
m_bUnlockedSentence
m_bUnlockedSound
m_bUnstoppable
m_bUpDownState
m_bUpdateTarget
m_bUse128Model
m_bUseAirLinkRadius
m_bUseAltModel
m_bUseAngles
m_bUseAreaPortalFade
m_bUseCarryAngles
m_bUseCustomAutoExposureMax
m_bUseCustomAutoExposureMin
m_bUseCustomBloomScale
m_bUseCustomUVs
m_bUseExactVelocity
m_bUseFakeAcceleration
m_bUseHelper
m_bUseHitboxesForRenderBox
m_bUseLandmarkAngles
m_bUseNearestBusy
m_bUseParentDir
m_bUsePoseParameters
m_bUsePuntSound
m_bUseRenderBoundsForCollision
m_bUseScanline
m_bUseScreenAspectRatio
m_bUseSuperDamageScale
m_bUseThresholdCheck
m_bUseVMGrab
m_bUsedAsActor
m_bUsingStandardThinkTime
m_bUsingVMGrabState
m_bValidateActivitySpeed
m_bVisible
m_bVisibleOnly
m_bWaitForBeginSequence
m_bWaitForRefire
m_bWaitingForActor
m_bWaitingForInterrupt
m_bWaitingForResumeScene
m_bWaitingToRappel
m_bWakeSquad
m_bWantsToSwapGuns
m_bWasAttached
m_bWasDragEnabled
m_bWasDroppedByOtherPlayerWhileTaunting
m_bWeaponLaunched
m_bWearingSuit
m_bWorldSpaceScale
m_bWrap
m_bYawLocked
m_bZoomedIn
m_barrelPos
m_baseFlags
m_bitsDamageInflict
m_bitsDamageType
m_bitsHUDDamage
m_blinktime
m_blinktoggle
m_blockedTeamNumber
m_bloodColor
m_boltWidth
m_boneIndexAttached
m_breakSound
m_bulletType
m_cAmmoLoaded
m_cLastActiveSounds
m_calmSpeed
m_cancelTime
m_cellX
m_cellY
m_cellZ
m_cellbits
m_chAreaBits
m_chAreaPortalBits
m_chCurrentSlideLists
m_chMaterialType
m_chPoseIndex
m_chPreviousTextureType
m_clrOverlay
m_clrRender
m_code
m_collisionMaxs
m_collisionMins
m_colorCorrectionName
m_colorIndex
m_combineSpawned
m_command
m_contactAmount
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_currentSound
m_customParams.fCoverOnReload
m_customParams.maxShots
m_customParams.maxTimeShots
m_customParams.minShots
m_customParams.minTimeShots
m_customParams.oddsCover
m_damage
m_damageModel
m_damageRadius
m_damageToEnableMotion
m_damageType
m_debugOverlays
m_debugRadius
m_decayTime
m_deceleration
m_delayMax
m_delayMin
m_deltaTime
m_density
m_desiredSpeed
m_dir
m_direction
m_directionEntityName
m_disabled
m_distSq
m_distance
m_dpv
m_drawText
m_duration
m_eDoorState
m_eHull
m_eLastState
m_eOpenDirection
m_eOrientationType
m_eSpawnPosition
m_eType
m_eVelocityType
m_end
m_engineSoundName
m_entityChannel
m_entityName
m_error
m_errorTime
m_explodeDamage
m_explodeRadius
m_fActive
m_fActorInPVS
m_fActorInVehicle
m_fActorSeePlayer
m_fActorSeeTarget
m_fAmplitude
m_fArrived
m_fAutoaimRadius
m_fBallLifetime
m_fBoneCacheFlags
m_fBouncedTime
m_fCycleFrequency
m_fDangerousTimer
m_fDecay
m_fDisabled
m_fEffects
m_fEffectsMaxSize1
m_fEffectsMaxSize2
m_fEndWidth
m_fExpirationTime
m_fFModAmplitude
m_fFModRate
m_fFModTimeOffset
m_fFadeLength
m_fFilterMass
m_fFireDuration
m_fFlags
m_fForceNewEnemy
m_fHaloScale
m_fHeadYaw
m_fHeight
m_fIconOffset
m_fIgnoreFronts
m_fInitHUD
m_fInitalized
m_fInside
m_fInterpolationTime
m_fIsRunning
m_fLastBoost
m_fLastPlayerTalkTime
m_fLastShotMissed
m_fLatchedPositions
m_fLerpTime
m_fLife
m_fLockedPoints
m_fLooping
m_fMass
m_fMaxRange1
m_fMaxRange2
m_fMaxSlideTime
m_fMaxState
m_fMinBallLifeAfterPortal
m_fMinLifeAfterPortal
m_fMinRange1
m_fMinRange2
m_fMinSlideTime
m_fMinState
m_fMonologSuspended
m_fMoveTo
m_fNavComplete
m_fNetworkHalfHeight
m_fNetworkHalfWidth
m_fNeuroToxinDamageTime
m_fNextTalk
m_fNoDamageDecal
m_fNoise
m_fNumSecondsTaken
m_fOnTarget
m_fPitch
m_fPlayerActorLOS
m_fPlayerBlockingActor
m_fPlayerInVehicle
m_fPlayerIsBattleline
m_fPlayerTargetLOS
m_fPoseValue
m_fPrevVelocity
m_fRadius
m_fRange
m_fRechargeTime
m_fRememberStaleNodes
m_fResetTime
m_fRespawnTime
m_fRotating
m_fScale
m_fScreenFlags
m_fScriptStatus
m_fSearchSpeed
m_fSparkTime
m_fSpeed
m_fStartActive
m_fStartEnabledChance
m_fStartFrame
m_fStayAtCover
m_fStayPushed
m_fStoredPathFlags
m_fStressToActivate
m_fStrict
m_fTakeCover
m_fTauntCameraDistance
m_fTestNoDamage
m_fTime
m_fTimeLastHurt
m_fTimeLastNumSecondsUpdate
m_fTimeLastSawSeeEntity
m_fTimeTillDeath
m_fVisibleTime
m_fWaypointFlags
m_fWidth
m_facingQueue
m_fadeMaxDist
m_fadeMinDist
m_failSchedule
m_fireDelay
m_fireLast
m_firePosition
m_fireRate
m_fireStartSound
m_fireTime
m_fishCount
m_fishes
m_flAbuseLevel
m_flAccelSpeed
m_flAccelerationScalar
m_flAcceptableTimeSeenEnemy
m_flAccumYawDelta
m_flAccumYawScale
m_flActorTargetProximity
m_flAimStartTime
m_flAirControlSupressionTime
m_flAirInputScale
m_flAllowDiversionRadius
m_flAllowResponsesEndTime
m_flAlpha
m_flAlphaPercent
m_flAlternateTicksFix
m_flAmbient
m_flAmmoMod
m_flAmount
m_flAngleOffset
m_flAnimEndTime
m_flAnimResetTime
m_flAnimStartTime
m_flAnimTime
m_flArcInterval[0]
m_flArcInterval[1]
m_flAreaPortalFadeEndDistance
m_flAreaPortalFadeStartDistance
m_flAssaultDelay
m_flAssaultPointTolerance
m_flAssaultTimeout
m_flAttackTime
m_flAttenuation
m_flAutoGrabLockOutTime
m_flAutoReturnDelay
m_flAutomationDelay
m_flAutomationTime
m_flAverageSpeedAcrossFrame
m_flAvoidDistance
m_flBallRadius
m_flBallRespawnTime
m_flBank
m_flBaseDamage
m_flBaseSpread
m_flBeamLag
m_flBeamSpeed
m_flBeamWidth
m_flBetweenVOPadding
m_flBias
m_flBlendEndTime
m_flBlendIn
m_flBlendOut
m_flBlendStartTime
m_flBlendTime
m_flBlendTonemapEnd
m_flBlendTonemapStart
m_flBlendWeight
m_flBlinktime
m_flBlobSpreadAngle
m_flBlobSpreadRadius
m_flBlobsPerSecond
m_flBlockDamage
m_flBlockedTalkTime
m_flBloomExponent
m_flBloomSaturation
m_flBoogieLength
m_flBoxSwitchSpeed
m_flBrightnessScale
m_flBrightnessTime
m_flBrightnessTimeStart
m_flBusySearchRange
m_flBusyTime
m_flCheapWaterEndDistance
m_flCheapWaterStartDistance
m_flCloseCaptionDuration
m_flColorTransitionTime
m_flCompareValue
m_flConeDegrees
m_flConeOfInfluence
m_flConstraintRadius
m_flConstraintSpeedFactor
m_flConstraintWidth
m_flConveyorSpeed
m_flCountdownTime
m_flCurWeight
m_flCurrentStickTime
m_flCurrentTime
m_flCustomAutoExposureMax
m_flCustomAutoExposureMin
m_flCustomBloomScale
m_flCustomBloomScaleMinimum
m_flCycle
m_flDamage
m_flDamageAccumulator
m_flDamageCap
m_flDamageForce
m_flDamageScale
m_flDamageTime
m_flDangerousTime
m_flDeathAnimTime
m_flDeathTime
m_flDecelSpeed
m_flDefaultFadeScale
m_flDeferUntil
m_flDelay
m_flDelayBeforeReset
m_flDesiredShadowCastDistance
m_flDestScale
m_flDestructStartTime
m_flDetonateTime
m_flDieTime
m_flDisableTime
m_flDissolveStartTime
m_flDistToEnemy
m_flDistTooFar
m_flDistance
m_flDistanceAlongSpline
m_flDistanceOffset
m_flDmgModBullet
m_flDmgModClub
m_flDmgModExplosive
m_flDmgModFire
m_flDmgResetTime
m_flDotTolerance
m_flDriversMaxSpeed
m_flDriversMinSpeed
m_flDuration
m_flEffectDuration
m_flElasticity
m_flEncodedController
m_flEndBusyAt
m_flEndRadius
m_flEndSize
m_flEndTime
m_flEndWidth
m_flEnemyDiscardTime
m_flEnemyInfoCleanupTime
m_flEnemyPathUpdateTime
m_flEngineStallTime
m_flEntityKillTimes
m_flEntryAngleTolerance
m_flExpireTime
m_flExplosionTimer
m_flEyeIntegRate
m_flFOV
m_flFOVBlendStartTime
m_flFOVRate
m_flFOVTime
m_flFacingTime
m_flFadeAlpha
m_flFadeColor
m_flFadeDist
m_flFadeDuration
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_flFarthestPathDist
m_flFieldOfView
m_flFinalValue
m_flFinishedTime
m_flFireInterval
m_flFireSize
m_flFireTime
m_flFireVariance
m_flFirstNoSkipTime
m_flFlareScale
m_flFlashTime
m_flFloatLerpEndValue
m_flFloatLerpStartValue
m_flFloatLerpTransitionTime
m_flFocusTargetRange
m_flFogEnd
m_flFogMaxDensity
m_flFogStart
m_flForceClientTime
m_flForceToEnableMotion
m_flForcedInteractionTimeout
m_flForcedMaxTime
m_flForwardMove
m_flFrame
m_flFrameRate
m_flFrameTime
m_flFramerate
m_flFreeKnowledgeDuration
m_flFriction
m_flFrozen
m_flFrozenMax
m_flFrozenMoveBlock
m_flFrozenPerHitbox
m_flFrozenThawRate
m_flFuel
m_flGibAngVelocity
m_flGibGravityScale
m_flGibLife
m_flGibScale
m_flGibVelocity
m_flGlowProxySize
m_flGoalSpeed
m_flGoalTime
m_flGravity
m_flGroundChangeTime
m_flGroundSpeed
m_flGustDuration
m_flHDRColorScale
m_flHeadPitch
m_flHeadYaw
m_flHealthAccumulator
m_flHeatAbsorb
m_flHeatLevel
m_flHeight
m_flHolsterTime
m_flHudHintMinDisplayTime
m_flHudHintPollTime
m_flHullHeight
m_flIdleModifier
m_flIdleWaitTime
m_flIgnoreDangerSoundsUntil
m_flIgnoreGraceUpto
m_flImpactTime
m_flInMax
m_flInMin
m_flInValue
m_flInitialWindSpeed
m_flInnerRadius
m_flIntensity
m_flInteractionYaw
m_flInterest
m_flInterpTime
m_flInterval
m_flJuice
m_flKillDelay
m_flKillRate
m_flKnockOverFailedTime
m_flLaggedMovementValue
m_flLargeScale
m_flLastAccess
m_flLastAngVelocity
m_flLastAttackTime
m_flLastBounceTime
m_flLastCaptureTime
m_flLastDamageTime
m_flLastDmgTime
m_flLastEnemyTime
m_flLastEventCheck
m_flLastFlashTime
m_flLastFlexAnimationTime
m_flLastHeldTime
m_flLastPhysicsImpactTime
m_flLastPhysicsInfluenceTime
m_flLastPingTime
m_flLastPlayerDamageTime
m_flLastRealThinkTime
m_flLastSawAnEnemyAt
m_flLastSawNonPlayer
m_flLastSawPlayerTime
m_flLastSight
m_flLastStaleLinkCheckTime
m_flLastStateChangeTime
m_flLastSuccessfulSimplifyTime
m_flLastTickTime
m_flLastTime
m_flLastTimeAcceptedSpeak
m_flLastTimerSoundTime
m_flLastTouchTime
m_flLastWashStartTime
m_flLaunchTime
m_flLayerAnimtime
m_flLayerFadeOuttime
m_flLeadDistance
m_flLength
m_flLengthOffset
m_flLifeTime
m_flLifespan
m_flLifetime
m_flLightFOV
m_flLightScale
m_flLineCompletionTime
m_flLinearForce
m_flLip
m_flLoadWeight
m_flLocalTime
m_flLogoLength
m_flLookTime
m_flLookTimeLast
m_flLookTimeTotal
m_flLowerRandomBound
m_flLowerThreshold
m_flMagnitude
m_flMarkTolerance
m_flMassOverride
m_flMax
m_flMaxBurstDelay
m_flMaxBurstInterval
m_flMaxDamage
m_flMaxDist
m_flMaxFrame
m_flMaxGustDelay
m_flMaxHeat
m_flMaxOccludeeArea
m_flMaxPropScreenSpaceWidth
m_flMaxRadius
m_flMaxRandAnimTime
m_flMaxRange
m_flMaxRange2
m_flMaxRestInterval
m_flMaxRevThrottle
m_flMaxSearchDist
m_flMaxSpeed
m_flMaxStreakSpeedDampen
m_flMaxStreakTime
m_flMaxTimeout
m_flMaxWeight
m_flMaxspeed
m_flMin
m_flMinBurstDelay
m_flMinBurstInterval
m_flMinDistValidEnemy
m_flMinFadeLength
m_flMinGustDelay
m_flMinOccluderArea
m_flMinPropScreenSpaceWidth
m_flMinRandAnimTime
m_flMinRange2
m_flMinRestInterval
m_flMinSearchDist
m_flMinSpeed
m_flMinStreakSpeedDampen
m_flMinStreakTime
m_flMinTimeout
m_flMinimumSpeedToEnterExit
m_flModelScale
m_flMotionBlurAmount
m_flMoveDistance
m_flMoveDoneTime
m_flMoveSoundMaxTime
m_flMoveSoundMinTime
m_flMoveTargetTime
m_flMoveWaitFinished
m_flNPCWarnTime
m_flNaturalDistance
m_flNavIgnoreUntilTime
m_flNearBlurDepth
m_flNearBlurRadius
m_flNearFocusDepth
m_flNearZ
m_flNewEnd
m_flNewStart
m_flNextActivateSoundTime
m_flNextAttachTime
m_flNextAttack
m_flNextBlendTime
m_flNextBlipTime
m_flNextBlockTime
m_flNextBusySearchTime
m_flNextCharge
m_flNextControllerSearch
m_flNextDamageTime
m_flNextDecalTime
m_flNextDecisionTime
m_flNextDodgeTime
m_flNextEyeLookTime
m_flNextFOVBlendTime
m_flNextFlinchTime
m_flNextGibTime
m_flNextIdleSoundTime
m_flNextIdleSpeechTime
m_flNextLeadFactor
m_flNextLeadFactorTime
m_flNextLeadIdle
m_flNextMoveSoundTime
m_flNextPrimaryAttack
m_flNextPullSound
m_flNextRandAnim
m_flNextRandomExpressionTime
m_flNextRandomLookTime
m_flNextRegenTime
m_flNextRepeatPrimaryAttack
m_flNextRepeatSecondaryAttack
m_flNextSecondaryAttack
m_flNextShotTime
m_flNextSimplifyTime
m_flNextSoundTime
m_flNextSuckTime
m_flNextTeleportTime
m_flNextTime
m_flNextUseTime
m_flNextWeaponSearchTime
m_flNoise
m_flNoisyBlobPercentage
m_flNorthOffset
m_flOcclusionScale
m_flOldEnd
m_flOldPlayerViewOffsetZ
m_flOldPlayerZ
m_flOldStart
m_flOnTriggerChance
m_flOriginalDamage
m_flOriginalEnemyDiscardTime
m_flOriginalFOV
m_flOriginalYaw
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_flPainValue
m_flPanelHeight
m_flPanelWidth
m_flParticleLifetime
m_flParticleUpdateTime
m_flPathMaxSpeed
m_flPauseDoneTime
m_flPauseDuration
m_flPauseLength
m_flPercentageSinceLastNoisyBlob
m_flPhysicsSpeed
m_flPhysicsVelocity
m_flPingTime
m_flPitch
m_flPitchPoseCenter
m_flPlaybackRate
m_flPlayerActorFOV
m_flPlayerActorProximity
m_flPlayerDropTime
m_flPlayerGracePeriod
m_flPlayerLockTimeBeforeFire
m_flPlayerTargetFOV
m_flPlayerTargetProximity
m_flPlayerVelocity
m_flPortalShotTime
m_flPoseParameter
m_flPostProcessParameters
m_flPostProcessParameters[ PPPN_DEPTH_BLUR_FOCAL_DISTANCE ]
m_flPostProcessParameters[ PPPN_DEPTH_BLUR_STRENGTH ]
m_flPostProcessParameters[ PPPN_FADE_TIME ]
m_flPostProcessParameters[ PPPN_FADE_TO_BLACK_STRENGTH ]
m_flPostProcessParameters[ PPPN_FILM_GRAIN_STRENGTH ]
m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_EDGE_STRENGTH ]
m_flPostProcessParameters[ PPPN_LOCAL_CONTRAST_STRENGTH ]
m_flPostProcessParameters[ PPPN_SCREEN_BLUR_STRENGTH ]
m_flPostProcessParameters[ PPPN_VIGNETTE_BLUR_STRENGTH ]
m_flPostProcessParameters[ PPPN_VIGNETTE_END ]
m_flPostProcessParameters[ PPPN_VIGNETTE_START ]
m_flPostSpawnDirectionVariance
m_flPostSpawnSpeed
m_flPostSpeakDelay
m_flPreDelay
m_flPressureDelay
m_flPrevAnimTime
m_flPrevCycle
m_flProjectionSize
m_flPulseColor
m_flPulseLag
m_flPulseLife
m_flPulseSpeed
m_flPulseWidth
m_flPushStrength
m_flQueueTimeout
m_flRadius
m_flRaiseTime
m_flRamp
m_flRange
m_flRateOfFire
m_flRefireDelay
m_flRefireTime
m_flRepeat
m_flRequiredTime
m_flRespawnTime
m_flRetrieveDistance
m_flReturnTime
m_flReverseFadeDuration
m_flRocketLifetime
m_flRocketSpeed
m_flRocketTimeOfDeath
m_flRollSpeed
m_flRotation
m_flRotationSpeed
m_flSavedMaxRest
m_flSavedMinRest
m_flScale
m_flScaleTime
m_flScaleTimeStart
m_flSceneTime
m_flScriptVolume
m_flScrollSpeed
m_flSeeEntityTimeout
m_flSegmentLength
m_flSensitivity
m_flSentryTurnSpeed
m_flSequenceScale
m_flShadowCastDistance
m_flShadowMaxDist
m_flShardSize
m_flShotTime
m_flSideMove
m_flSimulationTime
m_flSize
m_flSizeMax
m_flSizeMin
m_flSkyboxScale
m_flSmallScale
m_flSmoothFactor
m_flSoundTime
m_flSoundWaitTime
m_flSpawnFrequency
m_flSpawnRadius
m_flSpawnRate
m_flSpawnTime
m_flSpawnedTime
m_flSpeakNextNagTime
m_flSpeed
m_flSpeedFactor
m_flSpeedPercentage
m_flSphereRadius
m_flSpotlightCurLength
m_flSpotlightGoalWidth
m_flSpotlightMaxLength
m_flSpriteFramerate
m_flSpriteScale
m_flSquadSoundWaitTime
m_flStartFadeInWeight
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m_flStartFrame
m_flStartLeadFactor
m_flStartLeadFactorTime
m_flStartPosition
m_flStartRadius
m_flStartScale
m_flStartSize
m_flStartTime
m_flStartWidth
m_flStartWidthVariance
m_flSteering
m_flStepSize
m_flStepSoundTime
m_flStopTalkTime
m_flStopTalkTimeWithoutDelay
m_flStopTime
m_flStreakPercentage
m_flSuccessDistance
m_flSuitUpdate
m_flSumDamage
m_flSunDistance
m_flSupport
m_flSuspendTime
m_flSuspendUntilTime
m_flSwimSoundTime
m_flTLength
m_flTWidth
m_flTargetDist
m_flTargetDistFromPath
m_flTargetDistanceThreshold
m_flTargetSpeed
m_flTargetTolerance
m_flTextureRes
m_flThenAnyMaxDist
m_flThickness[0]
m_flThickness[1]
m_flThrashTime
m_flThreshold
m_flThrottle
m_flTiltFraction
m_flTimeBeamOn
m_flTimeDeferScheduleSelection
m_flTimeEnemyAcquired
m_flTimeFailFollowStarted
m_flTimeFollowTargetVisible
m_flTimeIntoFrame
m_flTimeLastAvoidanceTriangulate
m_flTimeLastFired
m_flTimeLastMovement
m_flTimeLastRegen
m_flTimeLastTouchedGround
m_flTimeLastUsed
m_flTimeLocking
m_flTimeNextAvailable
m_flTimeNextHateNPC
m_flTimeNextSweep
m_flTimeOffset
m_flTimePingEffect
m_flTimePlayerLastVisible
m_flTimePlayerStartStare
m_flTimeSpentDying
m_flTimeSpentPaused
m_flTimeStartFadeIn
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m_flTimeStopHateNPC
m_flTimeToSafety
m_flTimeToTrigger
m_flTimeUnderRotor
m_flTimeUnderRotorVariance
m_flTimeUpdatedFollowPosition
m_flTimeVisible[0]
m_flTimeVisible[1]
m_flTimeWeaponIdle
m_flTimeWideFOV
m_flTimeoutDuration
m_flTimer
m_flTimerDuration
m_flTimerStart
m_flTotalDivergenceX
m_flTotalDivergenceY
m_flTotalMass
m_flTotalTime
m_flTotalTimer
m_flTransitionTime
m_flTranslucencyLimit
m_flTurnDegrees
m_flTurnOffKeepUpright
m_flTurretRange
m_flTwist
m_flUMax
m_flUMin
m_flUnlockTime
m_flUpperRandomBound
m_flUpperThreshold
m_flUseKeyCooldownTime
m_flUseKeyStartTime
m_flUseLockedTime
m_flVMax
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m_flVPhysicsUpdateLocalTime
m_flValues
m_flVariance
m_flVehicleViewFOV
m_flVehicleVolume
m_flVelocity
m_flViewkick
m_flVolume
m_flWait
m_flWaitDistance
m_flWaitFinished
m_flWakeRadius
m_flWarnAITime
m_flWarnTime
m_flWarningTime
m_flWaterJumpTime
m_flWaterZ
m_flWaveHeight
m_flWeaponSafetyTimeOut
m_flWeight
m_flWidth
m_flWindSpeed
m_flYaw
m_flYawPoseCenter
m_flags
m_flexWeight
m_flexnum
m_flextarget
m_flextime
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.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_gagleader
m_gasSound
m_gearRatio
m_globalstate
m_goal
m_goalBodyYaw
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m_goalFlags
m_goalHeadCorrection
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m_goalHeadInfluence
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m_goalSpineYaw
m_goalStoppingDistance
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m_goalType
m_goalyaw
m_grabController
m_grabController.m_controller
m_gravityScale
m_hAbortedLaunchees
m_hActBusyGoal
m_hActivatingPlayer
m_hActivator
m_hActiveCommentaryNode
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m_hActor
m_hActorList
m_hAimTarget
m_hAmbientSoundProxy
m_hAreaPortalWindow
m_hAssaultPoint
m_hAttachEntity
m_hAttachPoint
m_hAttachTarget
m_hAttachedObject
m_hAttachedToEntity
m_hAttacker
m_hBarrelVolume
m_hBeam
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m_hBigStepGroundEnt
m_hBlocker
m_hBreaker
m_hButtonTrigger
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m_hCarryingPlayer
m_hCaughtFutbol
m_hCaughtHotPotato
m_hChildSegment
m_hCine
m_hColorCorrectionController
m_hColorCorrectionCtrl
m_hColorPortal
m_hConstrainedPlayers
m_hConstraintEntity
m_hControlPointEnts
m_hControlVolume
m_hController
m_hCtrl
m_hCurRocket
m_hCurrentBlocker
m_hCurrentInstance
m_hCurrentNode
m_hCurrentTarget
m_hDamageEntity
m_hDamageFilter
m_hData
m_hDoorBlocker
m_hEffect
m_hEffectEntity
m_hEndEntity
m_hEndPoint
m_hEnemy
m_hEnemyFilter
m_hEnemyOccluder
m_hEnt
m_hEntAttached
m_hEntity
m_hEntityIgnore
m_hExitBlocker
m_hExitNode
m_hExitingNPC
m_hExpressionSceneEnt
m_hEyeGlow
m_hEyeLookTarget
m_hFilter
m_hFiredByPlayer
m_hFirstChild
m_hFlareEnt
m_hFocusTarget
m_hFogController
m_hFollowGoalEnt
m_hFollowTarget
m_hForcedInteractionPartner
m_hForcedTarget
m_hFreezeEntity
m_hFuncTank
m_hFuncTankTarget
m_hGoal
m_hGoalEnt
m_hGoalEntity
m_hGrabbedEntity
m_hGroundEntity
m_hHeldObjectPortal
m_hHintOwner
m_hHitPortal
m_hHoldingPlayer
m_hIgnoreEntity
m_hIndicatorPanel
m_hInflictor
m_hInfoCameraLink
m_hInitBaseAnimating
m_hIntendedTarget
m_hInteractionPartner
m_hInteractionRelativeEntity
m_hInterruptScene
m_hKeepUpright
m_hKiller
m_hLaser
m_hLastAttacker
m_hLastBlockingEnt
m_hLastCommentaryNode
m_hLastFogTrigger
m_hLastFoundEntity
m_hLastHeldByPlayer
m_hLastInteractionTestTarget
m_hLastNPCToKickMe
m_hLastWeapon
m_hLaunchTarget
m_hLauncher
m_hLeeches
m_hLightPositionEntity
m_hLightingOrigin
m_hLightingOriginRelative
m_hLine
m_hLinkedPortal
m_hListManagers
m_hListenFilter
m_hLockedBy
m_hLocker
m_hLookAtEntity
m_hLookTarget
m_hMaster
m_hMeasureReference
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m_hMicrophone
m_hMonologTalkTarget
m_hMoveChild
m_hMoveParent
m_hMovePeer
m_hMovingEntity
m_hMovingToHint
m_hMyWeapons
m_hNPC
m_hNPCDriver
m_hNPCHost
m_hNextCine
m_hNodes
m_hNotifySceneCompletion
m_hObject1
m_hObject2
m_hObserverTarget
m_hOldLightingOrigin
m_hOpeningDoor
m_hOuter
m_hOwner
m_hOwnerEntity
m_hPainPartner
m_hPaintStream
m_hParent
m_hPartner
m_hPassenger
m_hPhysReplacement
m_hPhysicsAttacker
m_hPhysicsBlocker
m_hPlacedBy
m_hPlacementHelper
m_hPlayer
m_hPlayerOwner
m_hPortal
m_hPortalEnvironment
m_hPortalThroughWhichGrabOccured
m_hPostProcessController
m_hPostProcessCtrl
m_hPotentialSpeechTarget
m_hPreviousHeldOwner
m_hPrimaryPortal
m_hProjectedTexture
m_hProps
m_hProxyEntity
m_hProxySoundscape
m_hRagdoll
m_hRallyPoint
m_hReference
m_hReflector
m_hRegisteredEntity
m_hRemoveActorList
m_hRocket
m_hRope
m_hRotXPoseController
m_hRotYPoseController
m_hSafePlaceHint
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_hScreen
m_hScreens
m_hSecondaryPortal
m_hSeeEntity
m_hSinkImplementor
m_hSmokeTrail
m_hSoundScriptHash
m_hSoundscape
m_hSourcePortal
m_hSpawnedEntities
m_hSpawner
m_hSpeaker
m_hSpeechFilter
m_hSquadInflictor
m_hStandoffGoal
m_hStartPoint
m_hStoredPathTarget
m_hTalkTarget
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_hTauntPartnerInRange
m_hTelescopicPoseController
m_hTemplateEntities
m_hTemplates
m_hTether
m_hThrower
m_hTonemapController
m_hTouchedPortal
m_hTouchingEntities
m_hTractorBeam
m_hTractorBeamTrigger
m_hTrain
m_hTriggerFogList
m_hTriggerSoundscapeList
m_hTripwireAimTarget
m_hTurret
m_hUnragdoll
m_hUseEntity
m_hVehicle
m_hVehicleEntity
m_hViewEntity
m_hViewModel
m_hViewPosition
m_hViewPositionMover
m_hViewTarget
m_hViewTargetAngles
m_hWaitingForThisResumeScene
m_hWeapon
m_hZoomOwner
m_hasPausedScenes
m_hasspokenarrival
m_hasspokenstart
m_height
m_hinge.worldAxisDirection
m_hinge.worldPosition
m_hingeFriction
m_hitGroup
m_hurtEntities
m_iAccountID
m_iActiveSound
m_iAlpha
m_iAlphaOption
m_iAltFireHudHintCount
m_iAmmo
m_iAmmoCount
m_iAmmoType
m_iAttachmentIndex
m_iAttributeDefinitionIndex
m_iBackgroundBModelName
m_iBackgroundModelIndex
m_iBallType
m_iBlendMode
m_iBlendspeed
m_iBonusChallenge
m_iBonusProgress
m_iBounces
m_iBreakableCount
m_iBreakableSkin
m_iBronzeObjective
m_iBulletDamage
m_iBulletDamageVsPlayer
m_iBurstSize
m_iCaps
m_iChangedVariables
m_iChildFilterName
m_iClassIgnore
m_iClassname
m_iClip1
m_iClip2
m_iComingBackWaitForSpeak
m_iCommentaryNodeCount
m_iContext
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_iCoreType
m_iCurrent
m_iCurrentBusyAnim
m_iCurrentExitAnim
m_iCurrentFade
m_iCurrentGameMaterial
m_iCurrentLine
m_iCurrentMaxRagdollCount
m_iCurrentPriority
m_iCurrentQueueCount
m_iCustomDamageType
m_iCycleType
m_iDamageCount
m_iDamageCustom
m_iDamageStats
m_iDamageType
m_iDangerSound
m_iDeathFrame
m_iDeathPose
m_iDeaths
m_iDefaultFOV
m_iDefaultStyle
m_iDelay
m_iDelayedFailure
m_iDeleteThisField
m_iDesiredOverlay
m_iDesiredState
m_iDesiredWeaponState
m_iDirection
m_iDisabled
m_iDisplayObjective
m_iDisposition
m_iDmg
m_iDmgType
m_iDontMessageParent
m_iEFlags
m_iEffectHandling
m_iEffectIndex
m_iEffectName
m_iEndAttachment
m_iEntIndex
m_iEntity
m_iEntityLevel
m_iEntityPortalledNetworkMessageCount
m_iEntityQuality
m_iEvent
m_iExploitableByPlayer
m_iEyeAttachment
m_iEyeState
m_iEyeballAttachment
m_iFOV
m_iFOVStart
m_iFadeState
m_iFilterClass
m_iFilterContext
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_iFireMode
m_iFiringState
m_iFormation
m_iFrags
m_iFrameEnd
m_iFrameStart
m_iFreeSound
m_iFrontMarkerAttachment
m_iGibCapacity
m_iGibMaterial
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m_iGibs
m_iGlobalname
m_iGoalSequence
m_iGoldObjective
m_iGravity
m_iGroupName
m_iGustDirChange
m_iHammerID
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m_iHideHUD
m_iIDStamp
m_iIKCounter
m_iIdleOverrideSequence
m_iInitialTeamNum
m_iInitialWindDir
m_iInputFilter
m_iIntegerValue
m_iInteractionPlaying
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m_iInteractions
m_iItemDefinitionIndex
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m_iItemIDHigh
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m_iJuice
m_iKeySkin
m_iLandmark
m_iLargeAmmoType
m_iLaserAttachment
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m_iLastFiredPortal
m_iLastState
m_iLastWeaponFireUsercmd
m_iLightAttachment
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m_iLowerBound
m_iMagnitude
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m_iMaxBreakableSize
m_iMaxBurstSize
m_iMaxGust
m_iMaxHealth
m_iMaxJuice
m_iMaxObjectsAttached
m_iMaxPieces
m_iMaxRagdollCount
m_iMaxRemainingRecursions
m_iMaxWind
m_iMediumAmmoType
m_iMessageCount
m_iMinBurstSize
m_iMinGust
m_iMinHealthDmg
m_iMinSpawnDistance
m_iMinWind
m_iMirrorFaceAttachment
m_iModel
m_iMonologIndex
m_iMuzzleAttachment
m_iMySquadSlot
m_iName
m_iNext
m_iNextBlendMode
m_iNextFOV
m_iNextKey
m_iNextLinkName
m_iNextShootingBarrel
m_iNodeNumber
m_iNodeNumberMax
m_iNumBones
m_iNumBreakableChunks
m_iNumCamerasDetatched
m_iNumConsecutivePathFailures
m_iNumEnemiesInSafeZone
m_iNumPortalsPlaced
m_iNumStepsTaken
m_iObjectCapsCache
m_iObserverLastMode
m_iObserverMode
m_iOldGrav
m_iOn
m_iOutputID
m_iOverlayID
m_iPaintPower
m_iParameter
m_iParent
m_iParentAttachment
m_iPhysReplacementMoveType
m_iPhysReplacementSolidFlags
m_iPhysicsMode
m_iPing
m_iPlayerDeathBehavior
m_iPlayerLocked
m_iPlayerPinged
m_iPlayerSoundType
m_iPortalLinkageGroupID
m_iPortalVersion
m_iPosePitch
m_iPoseYaw
m_iPositionInterpolator
m_iPowerState
m_iPreviousDisposition
m_iPreviousRank
m_iPrimaryAmmoCount
m_iPrimaryAmmoType
m_iPrimaryAttacks
m_iPriority
m_iPulseOption
m_iQARandomNumber
m_iQueuedBlendMode
m_iQueuedNextBlendMode
m_iRadiusOverride
m_iRank
m_iRawInitialValue32
m_iRawValue32
m_iReactivate
m_iReapplyProvisionParity
m_iRefName
m_iReloadHudHintCount
m_iRespawnFrames
m_iRetrievePlayer
m_iRetrieveWaitForSpeak
m_iRopeMaterialModelIndex
m_iRotationInterpolator
m_iRoundsWon
m_iScore
m_iScreenHeight
m_iScreenWidth
m_iSearchType
m_iSecondaryAmmoCount
m_iSecondaryAmmoType
m_iSecondaryAttacks
m_iSensingFlags
m_iServerControlPointAssignments
m_iShakeOption
m_iShotsRemaining
m_iShouldCompareToValue
m_iSightMethod
m_iSignifierName
m_iSilverObjective
m_iSmallAmmoType
m_iSolidity
m_iSoundContext
m_iSoundGear
m_iSoundLevel
m_iSoundType
m_iSpawnCounter
m_iSpawnInterpCounter
m_iSpeakerDSPPreset
m_iSpeechIter
m_iSpeedModRadius
m_iSpeedModSpeed
m_iSpread
m_iSpriteTexture
m_iStartAttachment
m_iStartFOV
m_iStartingTeam
m_iState
m_iStrictness
m_iStyle
m_iSubType
m_iSuicideCustomKillFlags
m_iSuitPlayNext
m_iTarget
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m_iTargetFade
m_iTargetGameMaterial
m_iTargetInput
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m_iTeam
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m_iTeamTaunts_Hug
m_iTeleportStage
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m_iTicksTillNextNoise
m_iTimeout
m_iTitleTextInsetXOverride
m_iTitleTextInsetYOverride
m_iTotal
m_iTotalLines
m_iTouchingPortalCount
m_iTrack
m_iTrain
m_iTransitionDirection
m_iType
m_iUpperBound
m_iUseRandomTime
m_iViewModelIndex
m_iVolume
m_iWPType
m_iWindSeed
m_iWorldModelIndex
m_id
m_idrowndmg
m_idrownrestored
m_impactEnergyScale
m_inSolid
m_incomingSound
m_inertiaFactor
m_inertiaScale
m_initialDelay
m_initialOwner
m_initialSpeed
m_initialstate
m_integrator
m_interruptable
m_interval
m_invDecay
m_isDormant
m_isLocal
m_isOn
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m_isReversed
m_isRotating
m_istalking
m_iszAchievementName
m_iszActivatorCaption
m_iszActor
m_iszAlertExpression
m_iszArrivalConceptModifier
m_iszAttractPlayerConceptModifier
m_iszBarrelAttachment
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m_iszBaseAttachment
m_iszBasePropData
m_iszBinding
m_iszBounceSound
m_iszBreakableModel
m_iszBullseyeName
m_iszCameraName
m_iszCaption
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m_iszCombatExpression
m_iszComingBackConceptModifier
m_iszCommentaryFile
m_iszCommentaryFileNoHDR
m_iszConcept
m_iszConceptModifiers
m_iszContext
m_iszControlPointNames[0]
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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_iszControlVolume
m_iszCustomMove
m_iszDamageFilterName
m_iszDeathExpression
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m_iszDecal
m_iszDefaultAnim
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m_iszDetailSpriteMaterial
m_iszEffectName
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m_iszEnemyFilterName
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m_iszEntry
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m_iszExitNode
m_iszExpressionOverride
m_iszExpressionScene
m_iszFailureConceptModifier
m_iszFireballSprite
m_iszFuncTankName
m_iszGamepadBinding
m_iszGibModel
m_iszGoal
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m_iszGroupMembers[3]
m_iszGroupMembers[4]
m_iszGroupMembers[5]
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m_iszGroupMembers[8]
m_iszGroupMembers[9]
m_iszHintTargetEntity
m_iszIcon_Offscreen
m_iszIcon_Onscreen
m_iszIdle
m_iszIdleExpression
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m_iszIngoreEnt
m_iszLaserName
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m_iszMaster
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m_iszMissingWeaponConceptModifier
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m_strMeasureTarget
m_strMovieFilename
m_strNewHintGroup
m_strOverlayMaterial
m_strPathTarget
m_strPointCamera
m_strRoleName
m_strRopeMaterialModel
m_strScriptArrivalSequence
m_strSearchName
m_strSeatName
m_strSourceClassName
m_strSpawnerName
m_strSphereLine
m_strStatisticName
m_strTarget
m_strTargetEntity
m_strTargetNearestPathName
m_strTargetProxy
m_strTargetReference
m_strTimerIndicator
m_succeeded
m_successdistance
m_surfacePropName
m_swapModel
m_swimDepth
m_syntheticLookQueue
m_systemLoadScale
m_szAnimExtension
m_szCoopCreditsJobTitle
m_szCoopCreditsNameSingle
m_szDisplayText
m_szGroupName
m_szInstanceFilename
m_szLandmarkName
m_szLastPlaceName
m_szLastSound
m_szLevelNames[0][0]
m_szLevelNames[0][10]
m_szLevelNames[0][11]
m_szLevelNames[0][12]
m_szLevelNames[0][13]
m_szLevelNames[0][14]
m_szLevelNames[0][15]
m_szLevelNames[0][1]
m_szLevelNames[0][2]
m_szLevelNames[0][3]
m_szLevelNames[0][4]
m_szLevelNames[0][5]
m_szLevelNames[0][6]
m_szLevelNames[0][7]
m_szLevelNames[0][8]
m_szLevelNames[0][9]
m_szLevelNames[1][0]
m_szLevelNames[1][10]
m_szLevelNames[1][11]
m_szLevelNames[1][12]
m_szLevelNames[1][13]
m_szLevelNames[1][14]
m_szLevelNames[1][15]
m_szLevelNames[1][1]
m_szLevelNames[1][2]
m_szLevelNames[1][3]
m_szLevelNames[1][4]
m_szLevelNames[1][5]
m_szLevelNames[1][6]
m_szLevelNames[1][7]
m_szLevelNames[1][8]
m_szLevelNames[1][9]
m_szLevelNames[2][0]
m_szLevelNames[2][10]
m_szLevelNames[2][11]
m_szLevelNames[2][12]
m_szLevelNames[2][13]
m_szLevelNames[2][14]
m_szLevelNames[2][15]
m_szLevelNames[2][1]
m_szLevelNames[2][2]
m_szLevelNames[2][3]
m_szLevelNames[2][4]
m_szLevelNames[2][5]
m_szLevelNames[2][6]
m_szLevelNames[2][7]
m_szLevelNames[2][8]
m_szLevelNames[2][9]
m_szLevelNames[3][0]
m_szLevelNames[3][10]
m_szLevelNames[3][11]
m_szLevelNames[3][12]
m_szLevelNames[3][13]
m_szLevelNames[3][14]
m_szLevelNames[3][15]
m_szLevelNames[3][1]
m_szLevelNames[3][2]
m_szLevelNames[3][3]
m_szLevelNames[3][4]
m_szLevelNames[3][5]
m_szLevelNames[3][6]
m_szLevelNames[3][7]
m_szLevelNames[3][8]
m_szLevelNames[3][9]
m_szLevelNames[4][0]
m_szLevelNames[4][10]
m_szLevelNames[4][11]
m_szLevelNames[4][12]
m_szLevelNames[4][13]
m_szLevelNames[4][14]
m_szLevelNames[4][15]
m_szLevelNames[4][1]
m_szLevelNames[4][2]
m_szLevelNames[4][3]
m_szLevelNames[4][4]
m_szLevelNames[4][5]
m_szLevelNames[4][6]
m_szLevelNames[4][7]
m_szLevelNames[4][8]
m_szLevelNames[4][9]
m_szLevelNames[5][0]
m_szLevelNames[5][10]
m_szLevelNames[5][11]
m_szLevelNames[5][12]
m_szLevelNames[5][13]
m_szLevelNames[5][14]
m_szLevelNames[5][15]
m_szLevelNames[5][1]
m_szLevelNames[5][2]
m_szLevelNames[5][3]
m_szLevelNames[5][4]
m_szLevelNames[5][5]
m_szLevelNames[5][6]
m_szLevelNames[5][7]
m_szLevelNames[5][8]
m_szLevelNames[5][9]
m_szMapName
m_szMatchingRule
m_szMaterialName
m_szMaterialVar
m_szMaterialVarValue
m_szMonologSentence
m_szMovieFilename
m_szNetname
m_szNetworkIDString
m_szPartnerName
m_szRemarkContext
m_szResponseName
m_szSlideshowDirectory
m_szSnapshotFileName
m_szTauntForce
m_szTeamname
m_takedamage
m_target
m_targetEntName
m_targetEntityName
m_targetLevel
m_targetPosition
m_targetSpeed
m_targetState
m_targetTime
m_tbdPrev
m_tempConstant
m_tempDamping
m_tempLength
m_tempRelativeDamping
m_textParms
m_textParms.channel
m_textParms.effect
m_textParms.fadeinTime
m_textParms.fadeoutTime
m_textParms.fxTime
m_textParms.holdTime
m_textParms.x
m_textParms.y
m_throttleActiveTime
m_throttleRate
m_throttleStartTime
m_thrust
m_thrustOrigin
m_thrustTime
m_thrustVector
m_thruster
m_time
m_timePathRebuildDelay
m_timePathRebuildFail
m_timePathRebuildMax
m_timePathRebuildNext
m_timeToArrive
m_timestamp
m_toggle_state
m_tonemapControllerName
m_torqueLimit
m_torqueVector
m_totalLength
m_trackBottom
m_trackBottomName
m_trackSpeed
m_trackTop
m_trackTopName
m_train
m_trainName
m_translatedActivity
m_triggerBloat
m_triggermode
m_turboTimer
m_turnClockwise
m_ubEFNoInterpParity
m_uchBackColor[0]
m_uchBackColor[1]
m_uchBackColor[2]
m_uchFrontColor[0]
m_uchFrontColor[1]
m_uchFrontColor[2]
m_uchShuffleCaseMap
m_unpressedAttack
m_unpressedAttack2
m_unpressedBack
m_unpressedForward
m_unpressedMoveLeft
m_unpressedMoveRight
m_usSolidFlags
m_use
m_useTime
m_usingCustomCollisionBounds
m_vAngles
m_vAudioOrigin
m_vColor
m_vCorner
m_vCurEyeTarget
m_vCurrentAngularVelocity
m_vCurrentBanking
m_vCurrentVelocity
m_vDefaultEyeOffset
m_vDelayedPosition
m_vDirection
m_vDissolverOrigin
m_vEnd
m_vEndPoint
m_vEndPointWorld
m_vEndPos
m_vEyeLookTarget
m_vEyeOffset
m_vFollowMoveAnchor
m_vForceMoveTarget
m_vForceVelocity
m_vFreezingOrigin
m_vFront
m_vInitialLookAngles
m_vInterruptSavePosition
m_vLLVertex
m_vLRVertex
m_vLastKnownDirection
m_vLastPatrolDir
m_vLastPosition
m_vLaunchPos
m_vLightPosition
m_vLocalUp
m_vMark
m_vNewVPhysicsPosition
m_vNewVPhysicsVelocity
m_vNoiseMod
m_vNoisePos
m_vNormal
m_vOldPosition
m_vOrigin
m_vOrigin.x
m_vOrigin.y
m_vOrigin.z
m_vOriginalMaxs
m_vOriginalMins
m_vOriginalSpawnAngles
m_vOriginalSpawnOrigin
m_vPortalCorners
m_vPortalSpawnLocation
m_vPos
m_vPreTauntAngles
m_vPreUpdateVelocity
m_vPrevForward
m_vSaveAngles
m_vSaveOrigin
m_vSavePosition
m_vServerControlPoints
m_vShatterForce
m_vShatterPosition
m_vSpotlightCurrentPos
m_vSpotlightDir
m_vSpotlightOrg
m_vSpotlightTargetPos
m_vStart
m_vStart.x
m_vStart.y
m_vStart.z
m_vStartPoint
m_vStickRotationAxis
m_vTargetBanking
m_vTargetPosition
m_vTauntAngles
m_vTauntPosition
m_vULVertex
m_vURVertex
m_vWind
m_vWorldSpaceCenterHolder
m_vWorldSpace_WallMaxs
m_vWorldSpace_WallMins
m_value
m_vecAbsOrigin
m_vecAbsVelocity
m_vecAdditionalPVSOrigin
m_vecAngVelocity
m_vecAngle1
m_vecAngle2
m_vecAngles
m_vecAnglesToEnemy
m_vecAnglesToFace
m_vecAngularVelocity
m_vecAtRestOrigin
m_vecAttach
m_vecAxis
m_vecBaseVelocity
m_vecBlockerOrigin
m_vecBluePortalPos
m_vecCameraPVSOrigin
m_vecCameraView
m_vecCameraViewAngles
m_vecCarriedObjectAngles
m_vecCarriedObject_CurAngToTargetAng
m_vecCarriedObject_CurPosToTargetPos
m_vecCarryAngles
m_vecCatchBoxMaxs
m_vecCatchBoxMins
m_vecCatchBoxOrig
m_vecCatcherBoxMaxs
m_vecCatcherBoxMins
m_vecCatcherBoxOrigin
m_vecCenter
m_vecColor
m_vecCommandGoal
m_vecConstraintCenter
m_vecControllerUsePos
m_vecCurrentAngles
m_vecCurrentExitEndPoint
m_vecDamageForce
m_vecDamagePosition
m_vecDefaultLKP
m_vecDefaultLSP
m_vecDesiredPosition
m_vecDesiredVelocity
m_vecDir
m_vecDirToEnemy
m_vecDirection
m_vecDismount
m_vecEnd
m_vecEndColor
m_vecEndPoint
m_vecEndPos
m_vecEnemyLKP
m_vecEyeExitEndpoint
m_vecFinalAngle
m_vecFinalDest
m_vecFinishAngles
m_vecFinishOrigin
m_vecFiredFrom
m_vecFlyDir
m_vecForce
m_vecForcePos
m_vecForcedWorldPosition
m_vecForward
m_vecGoalAngles
m_vecGoalOrientation
m_vecGunCrosshair
m_vecInitialOffset
m_vecInitialPosition
m_vecLadderDir
m_vecLadderNormal
m_vecLastFacing
m_vecLastGoalCheckPosition
m_vecLastPosition
m_vecLaunchAngles
m_vecMaxs
m_vecMins
m_vecMoveAng
m_vecMoveDir
m_vecNPCIdleTarget
m_vecNormal
m_vecOrangePortalPos
m_vecOrigin
m_vecOrigin[0]
m_vecOrigin[1]
m_vecOrigin[2]
m_vecOriginalAngles
m_vecOverViewpoint
m_vecPhysReplacementDetatchForce
m_vecPingLocation
m_vecPlayerMountPositionBottom
m_vecPlayerMountPositionTop
m_vecPlayerView
m_vecPlayerViewAngles
m_vecPoints
m_vecPos
m_vecPosition
m_vecPosition1
m_vecPosition2
m_vecPostPoint
m_vecPostPostPoint
m_vecPreferredCarryAngles
m_vecPrevPoint
m_vecPrevPrevPoint
m_vecPreviouslyPredictedOrigin
m_vecPunchAngle
m_vecPunchAngleVel
m_vecPushDir
m_vecRagdollOrigin
m_vecRagdollVelocity
m_vecRemoteViewAngles
m_vecRemoteViewOrigin
m_vecReportedPosition
m_vecRopeAnchor
m_vecSegmentStartPoint
m_vecSegmentStartSplinePoint
m_vecSize
m_vecSkyboxOrigin
m_vecSmoothedVelocity
m_vecSourcePortalAngle
m_vecSourcePortalCenter
m_vecSourcePortalRemoteAngle
m_vecSourcePortalRemoteCenter
m_vecSpecifiedSurroundingMaxs
m_vecSpecifiedSurroundingMins
m_vecSprayDir
m_vecSpread
m_vecStandoffGoalPosition
m_vecStart
m_vecStartPoint
m_vecStoredPathGoal
m_vecSurfaceNormal
m_vecSurroundingMaxs
m_vecSurroundingMins
m_vecTargetOffset
m_vecTargetPathDir
m_vecTargetPathPoint
m_vecTargetPos
m_vecTargetPosition
m_vecTeleportOrigin
m_vecThrowDirection
m_vecTotalBulletForce
m_vecTrueForward
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_vehicleView
m_vehicleView.bClampEyeAngles
m_vehicleView.flFOV
m_vehicleView.flPitchCurveLinear
m_vehicleView.flPitchCurveZero
m_vehicleView.flPitchMax
m_vehicleView.flPitchMin
m_vehicleView.flRollCurveLinear
m_vehicleView.flRollCurveZero
m_vehicleView.flYawMax
m_vehicleView.flYawMin
m_velocity
m_viewtarget
m_voicePitch
m_volume
m_vphysicsCollisionState
m_waitdistance
m_waitpoint
m_warnSound
m_waterLevel
m_waypointTolerance
m_weaponCount
m_weaponNames
m_weaponname
m_wheelBaseHeight
m_wheelCount
m_wheelPosition
m_wheelRotation
m_wheelTotalHeight
m_worldGoalAxis
m_xaxis
m_xfriction
m_xmax
m_xmin
m_yawCenter
m_yawCenterWorld
m_yawRange
m_yawRate
m_yawTolerance
m_yaxis
m_yfriction
m_ymax
m_ymin
m_zfriction
m_zmax
m_zmin
magic
magnetted_objects_t
magnitude
main: %s, cycle: %.2f\n
maintain position along path
male cat
mamamamamama
map key must name a scalar or string field.
map type is only allowed for fields with a message type.
map type is only allowed for repeated fields.
map/mapcommand
map/mapname
mapID
mapName
mapUGCThumbHandle
map_already_completed
map_background
map_check_version %s %d
map_id
map_key must not name a repeated field.
map_wants_save_disable
mapcycle.txt
mapcyclefile
mapid
mapname
maps/
maps/%s
maps/%s%s.bsp
maps/%s.txt
maps/%s_commentary.txt
maps/%s_particles.txt
maps/%s_selected_%4.4d.txt
maps/*.bsp
maps/*_selected_*.txt
maps/graphs/%s%s.ain
maps\%s.bsp
maps\%s.nav
maps_completed
mapspawn
mapupdate
mass %.1f
mass ratio %.4f:%.4f\n
massScale
massoverride
massscale
master
matDesiredLocalToWorld
matEntityToTemplate
mat_hdr_manual_tonemap_rate
mat_hdr_tonemapscale
mat_queue_mode
matched, weight %4.2f (s %4.2f x c %4.2f)
material
materialName
materialVar
material_modify_control
material_override
materials/%s
materials/vgui/%s/%s
materials/vgui/%s/*.vmt
materialtable
math_colorblend
math_counter
math_remap
matrix
matrix_array
max ragdoll count: %d
max speed: %g
maxAngular
maxAttrs
maxDampAngular
maxDampSpeed
maxLevel
maxRange
maxShots
maxSpeed
maxState
maxThenAnyDispatchDist
maxTimeShots
max_alevel
max_health
max_hitbox_damage_effects_per_entity
max_ilevel
max_noisy_blobs_per_second
max_particles
max_range
max_recipients
max_sound_channels_per_paint_stream
max_speed
max_streak_speed_dampen
max_streak_time
max_time
max_value
maxballbounces
maxblobcount
maxburstdelay
maxburstsize
maxchars
maxcpulevel
maxdensity
maxdensityLerpTo
maxdirectedspeed
maxdist
maxfalloff
maxgpulevel
maxgust
maxgustdelay
maximum draw distance
maximum portal recursion depth
maximum sim tick rate
maximum time step
maxobjects
maxoccludeearea
maxpieces
maxplayers 1\n
maxpropscreenwidth
maxs
maxslidetime
maxspeed
maxweight
maxwind
measuretarget
medium car
melee_hit
melee_hit_world
melee_immune
melee_miss
members/numSlots
menuselect
message
message $0
message_set_wire_format
messageattenuation
messagesound
messagevolume
metal
metal_bouncy
method
mffff.
mics_used
minAttrs
minLevel
minRange
minShots
minState
minStateTime
minTimeShots
min_adjusted_pitch_percentage
min_alevel
min_ilevel
min_speed
min_speed_change
min_streak_speed_dampen
min_streak_time
min_time
min_value
minangle
minburstdelay
minburstsize
mincpulevel
mindirectedspeed
mindist
minfalloff
mingpulevel
mingust
mingustdelay
minhealthdmg
minimum CPU level
minimum GPU level
minimum free particles to aggregate
minimum rendered frames
minimum sim tick rate
minimum simulation time step
minlength
minoccluderarea
minpropscreenwidth
mins
minslidetime
minspeed
minwind
misc
misc1
misc2
misc3
misc4
missle_01
missle_02
mmamammmmammamamaaamammma
mmmaaaabcdefgmmmmaaaammmaamm
mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
mmmmmaaaaammmmmaaaaaabcdefgabcdefg
mmnmmommommnonmmonqnmmo
mmnnmmnnnmmnn
mod_load_preload
mod_load_showstall
model
modelName
model_display_flags
model_inventory
model_player
model_player_per_class
model_studio
model_world
modelindex
modelname
models
models/
models/%s
models/%s.mdl
models/Weapons/w_grenade.mdl
models/airboat.mdl
models/ballbot_animations.mdl
models/blackout.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/combine_turrets/floor_turret.mdl
models/effects/cappoint_hologram.mdl
models/effects/combineball.mdl
models/eggbot_animations.mdl
models/error.mdl
models/extras/info_speech.mdl
models/germangibs.mdl
models/germanygibs.mdl
models/gibs/agibs.mdl
models/gibs/hgibs.mdl
models/holo.mdl
models/info_character/info_character_player.mdl
models/items/hevsuit.mdl
models/leech.mdl
models/mymodel.mdl
models/npcs/hover_turret.mdl
models/npcs/monsters/monster_A_box.mdl
models/npcs/monsters/monster_a.mdl
models/npcs/personality_sphere/personality_sphere.mdl
models/npcs/personality_sphere/personality_sphere_skins.mdl
models/npcs/personality_sphere_angry.mdl
models/npcs/turret/turret.mdl
models/npcs/turret/turret_backwards.mdl
models/npcs/turret/turret_boxed.mdl
models/npcs/turret/turret_fx_fizzler.mdl
models/npcs/turret/turret_skeleton.mdl
models/player.mdl
models/player/ballbot/ballbot.mdl
models/player/ballbot/ballbot_cage.mdl
models/player/ballbot/ballbot_flag.mdl
models/player/ballbot/ballbot_opt.mdl
models/player/chell/player.mdl
models/player/eggbot/eggbot.mdl
models/player/eggbot/eggbot_cage.mdl
models/player/eggbot/eggbot_flag.mdl
models/player/eggbot/eggbot_opt.mdl
models/player_animations.mdl
models/portals/portal1.mdl
models/portals/portal2.mdl
models/props/Round_elevator_body.mdl
models/props/ball_button.mdl
models/props/box_socket.mdl
models/props/futbol.mdl
models/props/futbol_Gib01.mdl
models/props/futbol_Gib02.mdl
models/props/futbol_Gib03.mdl
models/props/futbol_Gib04.mdl
models/props/futbol_dispenser.mdl
models/props/futbol_gib01.mdl
models/props/futbol_gib02.mdl
models/props/futbol_gib03.mdl
models/props/futbol_gib04.mdl
models/props/futbol_socket.mdl
models/props/laser_catcher.mdl
models/props/laser_catcher_center.mdl
models/props/laser_emitter.mdl
models/props/laser_receptacle.mdl
models/props/metal_box.mdl
models/props/metal_box_fx_fizzler.mdl
models/props/portal_button.mdl
models/props/portal_door.mdl
models/props/portal_door_combined.mdl
models/props/reflection_cube.mdl
models/props/security_camera.mdl
models/props/stopwatch_finish_line.mdl
models/props/switch001.mdl
models/props/telescopic_arm.mdl
models/props/tractor_beam_emitter.mdl
models/props/tripwire_turret.mdl
models/props/wall_emitter.mdl
models/props_bts/rocket.mdl
models/props_bts/rocket_sentry.mdl
models/props_c17/door01_left.mdl
models/props_combine/suit_charger001.mdl
models/props_gameplay/mp_ball.mdl
models/props_ingame/tractor_beam_128.mdl
models/props_junk/rock001a.mdl
models/props_underground/underground_floor_button.mdl
models/props_underground/underground_testchamber_button.mdl
models/props_underground/underground_weighted_cube.mdl
models/roller_vehicledriver.mdl
models/weapons/w_bullet.mdl
models/weapons/w_grenade.mdl
modelsounds.cache
modifiedconvars_t
modify
modify_entity
momentary_door
momentary_rot_button
monster_furniture
monster_generic
mortar_visualize
mortarshell
motd
motd.txt
motdfile
motiondisabled
move
moveHelper->ProcessImpacts
moveTolerance
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_y
move_yaw
movecollide
movedir
movement_anim_playback_minrate
movementsound
moveparent
moveto
movetype
movie_display_screen
moviefilename
mp_allowNPCs
mp_allowspectators
mp_autocrosshair
mp_chattime
mp_clan_ready_signal
mp_clan_readyrestart
mp_coop
mp_coop_
mp_coop_2paints_1bridge
mp_coop_bridge_catch
mp_coop_catapult_1
mp_coop_catapult_2
mp_coop_catapult_catch
mp_coop_catapult_wall_intro
mp_coop_come_along
mp_coop_community_hub
mp_coop_credits
mp_coop_doors
mp_coop_fan
mp_coop_fling_1
mp_coop_fling_3
mp_coop_fling_crushers
mp_coop_infinifling_train
mp_coop_laser_2
mp_coop_laser_crusher
mp_coop_laser_tbeam
mp_coop_lobby
mp_coop_lobby_2
mp_coop_lobby_3
mp_coop_multifling_1
mp_coop_paint_bridge
mp_coop_paint_come_along
mp_coop_paint_conversion
mp_coop_paint_crazy_box
mp_coop_paint_longjump_intro
mp_coop_paint_rat_maze
mp_coop_paint_red_racer
mp_coop_paint_redirect
mp_coop_paint_speed_catch
mp_coop_paint_speed_fling
mp_coop_paint_walljumps
mp_coop_race_2
mp_coop_rat_maze
mp_coop_separation_1
mp_coop_start
mp_coop_tbeam_catch_grind_1
mp_coop_tbeam_drill
mp_coop_tbeam_end
mp_coop_tbeam_laser_1
mp_coop_tbeam_maze
mp_coop_tbeam_polarity
mp_coop_tbeam_polarity2
mp_coop_tbeam_polarity3
mp_coop_tbeam_redirect
mp_coop_teambts
mp_coop_tripleaxis
mp_coop_turret_ball
mp_coop_turret_walls
mp_coop_wall_2
mp_coop_wall_5
mp_coop_wall_block
mp_coop_wall_intro
mp_defaultteam
mp_dev_gamemode
mp_dev_wait_for_other_player
mp_disable_autokick
mp_dump_server_completion_data
mp_earn_taunt
mp_facefronttime
mp_fadetoblack
mp_falldamage
mp_feetyawrate
mp_flashlight
mp_footsteps
mp_forcecamera
mp_forcerespawn
mp_fraglimit
mp_friendlyfire
mp_ik
mp_lobby_screen
mp_lock_all_taunts
mp_lock_taunt
mp_mark_all_maps_complete
mp_mark_all_maps_incomplete
mp_mark_course_complete
mp_restart_level
mp_restartgame
mp_select_level
mp_server_player_team
mp_should_gib_bots
mp_showgestureslots
mp_slammoveyaw
mp_stats_data
mp_taunt_item
mp_teamlist
mp_teamoverride
mp_teamplay
mp_timelimit
mp_wait_for_other_player_notconnecting_timeout
mp_wait_for_other_player_timeout
mp_waitingforplayers_cancel
mp_waitingforplayers_restart
mp_waitingforplayers_time
mp_weaponstay
multi_manager
multiplayer_break
multisource
music
music.%s_lbout
music.%s_tbout
music.ctc_lbout
music.laser_node_02.play
music.sp_all_maps_lbout
music.sp_all_maps_tbout
mustreachfront
muzzle
muzzle_flash
nFaction
nHintType
nNodeID
nObjects
nRadius
nSaved
nTargetWCNodeID
nWCNodeID
name
nameable
nameindex
navDown
navLeft
navRight
navUp
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_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_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_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_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_flood_select
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_make_sniper_spots
nav_mark
nav_mark_attribute
nav_mark_unnamed
nav_mark_walkable
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_place_floodfill
nav_place_list
nav_place_pick
nav_place_replace
nav_place_set
nav_potentially_visible_dot_tolerance
nav_precise
nav_progress
nav_quicksave
nav_raise_drag_volume_max
nav_raise_drag_volume_min
nav_recall_selected_set
nav_remove_from_selected_set
nav_remove_jump_areas
nav_run
nav_save
nav_save_selected
nav_select_blocked_areas
nav_select_damaging_areas
nav_select_half_space
nav_select_invalid_areas
nav_select_obstructed_areas
nav_select_overlapping
nav_select_radius
nav_select_stairs
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_continguous
nav_show_danger
nav_show_light_intensity
nav_show_node_grid
nav_show_node_id
nav_show_nodes
nav_show_player_counts
nav_show_potentially_visible
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_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_unmark
nav_unmark; nav_mark %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
navprop
near_blur
near_focus
near_radius
nearest
nearz
neck_trans
needs_weapon
negative
negative_int_value
netmsg
networkid
neurotoxin_countdown_screen
neutral
nevertimeout
newPanel
new_demo
new_portal_laser
new_slot
newname
newtarget
newunit
nextassaultpoint
nextlevel
nextthink
nfffff.
nmonqnmomnmomomno
no such entity %s\n
no usable entity found
no_pinging_blue
no_pinging_orange
no_portalgun
no_standard_descriptor_accessor
no_taunting_blue
no_taunting_orange
nobuttons
noclip
noclip OFF\n
noclip ON\n
noclip_fixup
nodamageforces
node01
node02
node03
node04
node05
node06
node07
node08
node09
node10
node11
node12
node13
node14
node15
node16
node17
node18
node19
node20
nodeFOV
node_create %s %d %g %g %g
node_delete %d
node_exit
node_viewer_fly
node_viewer_human
node_viewer_large
nodeid
nodelink_create %d %d
nodelink_delete %d %d
nodmgforce
noemitterparticles
nogibshadows
noise
noise1
noise2
noise_maker
nolistrepeats
non-entity blocked area %d\n
none
norepeat
normal
north
north-east
north-west
northoffset
noshortcutsyntax
not started
notarget
notarget OFF\n
notarget ON\n
notsolid
nozzle
npc_
npc_ally_deathmessage
npc_ammo_deplete
npc_bipass
npc_bullseye
npc_combat
npc_concussiongrenade
npc_conditions
npc_contactgrenade
npc_create
npc_create_aimed
npc_create_equipment
npc_destroy
npc_destroy_unselected
npc_enemies
npc_enemyfinder
npc_enemyfinder_combinecannon
npc_focus
npc_freeze
npc_freeze_unselected
npc_furniture
npc_go
npc_go_do_run
npc_go_random
npc_grenade_frag
npc_handgrenade
npc_heal
npc_height_adjust
npc_hover_turret
npc_hunter
npc_kill
npc_maker
npc_maker %s has no specified NPC-to-spawn classname.\n
npc_man_point
npc_monk
npc_nearest
npc_newnpc
npc_personality_core
npc_portal_turret_floor
npc_relationships
npc_reset
npc_rocket_turret
npc_route
npc_security_camera
npc_select
npc_sentences
npc_set_freeze
npc_set_freeze_unselected
npc_speakall
npc_squads
npc_steering
npc_steering_all
npc_strider
npc_task_text
npc_tasks
npc_teleport
npc_template_maker
npc_template_maker %s has no template NPC!\n
npc_template_maker %s: template NPC %s not found!\n
npc_thinknow
npc_turret_floor
npc_turret_floor unable to spawn physics object!\n
npc_vehicledriver
npc_vehicledriver %s couldn't find entity named %s\n
npc_vehicledriver %s couldn't find his vehicle named %s.\n
npc_vehicledriver %s doesn't know how to drive vehicle %s.\n
npc_vehicledriver %s has no vehicle to drive.\n
npc_viewcone
npc_vphysics
npc_wheatley_boss
npcstate
null
num lasers = %d
num_in_session
num_item_presets
num_item_presets not set!
numadvanced
number
numblocks
numflexsettings
numindexes
numkeys
numsettings
o;G\fu
oA0f
oCDf
oD>tf
oH0f
oP0f
oRhf
objects
obsolete1
obsolete2
occludernumber
odds
oddsCover
offest along the up axis for held objects.
offf.
offffff.
offset
offsettype
ogs_catapult_data
ogs_death_data
ogs_fizzled_data
ogs_portal_data
ogs_puzzle_data
ogs_stuck_data
ogs_taunt_data
ogs_tractor_data
oi f
old_radiusdamage
oldname
oldtall
oldteam
oldwide
on_damage
on_flashlight_illum
on_spawn
onbreak
onfirstimpact
onlaunch
onlyVelocityCheck
only_others
only_self
onpickup
onplayerdeath
onworldimpact
oo0f
opacity
open
opendir
operator
operators
optional
options
options/play
orientationtype
origin
origin_max_delta
origin_relative
original
oryS
oscillate_scalar
oscillate_vector
out of order tags : %s : (%s:%s:%s)\n
out1
out2
outoffocus_bgcolor_override
output: (%s,%s) -> (%s,%s)\n
output: (%s,%s) -> (%s,%s,%.1f)\n
output_items
output_items_criteria
overlay_vars
overlaycolor
overlaymaterial
overlays/coop_ping_decal
overlaysize
overrideChildPanelWidth
overridescript
overview
owner
owninginstance
pConstraint
pGears
pHtM
pJ+U\fk
pLffff.
pVehicle->ProcessMovement()
pWorldObject
p\fG9
package
package $0;\n\n
packed
paint
paint ent = %s\n
paint_bomb_bounce
paint_bomb_erase
paint_bomb_speed
paint_bomb_stick
paint_can
paint_color_max_diff
paint_compute_contacts_simd
paint_impact_accumulate_sound_distance_threshold
paint_impact_count_to_max_adjusted_volume
paint_impact_count_to_min_adjusted_pitch_after_full_volume
paint_impact_particles_distance_threshold
paint_impact_particles_duration
paint_location_distance_threshold_square
paint_max_impact_particles
paint_min_impact_particles
paint_power_look_ahead_sample_density
paint_sphere
paint_splat_bounce_01
paint_splat_erase_01
paint_splat_speed_01
paint_splat_stick_01
paint_stream
paint_type
paintable
paintable_team_colors
paintbackground
paintblob_air_drag
paintblob_applies_impulse
paintblob_beam_radius_offset
paintblob_collision_box_size
paintblob_gravity_scale
paintblob_lifetime
paintblob_limited_range
paintblob_max_radius_scale
paintblob_min_radius_scale
paintblob_minimum_portal_exit_velocity
paintblob_old_data_time_offset
paintblob_radius_while_streaking
paintblob_streak_angle_threshold
paintblob_streak_particles_enabled
paintblob_streak_trace_range
paintblob_tbeam_accel
paintblob_tbeam_portal_vortex_circulation
paintblob_tbeam_vortex_accel
paintblob_tbeam_vortex_circulation
paintblob_tbeam_vortex_distance
paintblob_tbeam_vortex_radius_rate
paintblob_update_per_second
paintblobs/blob_surface_bounce
paintblobs/blob_surface_erase
paintblobs/blob_surface_portal
paintblobs/blob_surface_speed
paintblobs/blob_surface_stick
paintbomb_blobs_max_streak_speed_dampen
paintbomb_blobs_max_streak_time
paintbomb_blobs_min_streak_speed_dampen
paintbomb_blobs_min_streak_time
paintbomb_explosion_radius
paintbomb_horizontal_angle_split
paintbomb_streak_speed_max
paintbomb_streak_speed_min
paintbomb_vertical_angle_split
paintborder
paintcan_index
painted_surface
paintgun_blob
paintgun_map
paintsplat
panel
panel name
panelName
panelPtr
panel_test_title_safe
panelname
param
param2
param3
parentattachment
parentname
parse
parsing
particle/SmokeStack.vmt
particle/particle_glow_05
particle/particle_noisesphere
particle/particle_smokegrenade
particle/sparkles
particleSystemDefinitions
particle_effect
particle_emitter
particle_system
particle_test_attach_attachment
particle_test_attach_mode
particle_test_file
particle_test_start
particle_test_stop
particles
particles/particles_manifest.txt
partnername
party_id
password
path_corner
path_corner_crash
path_track
path_track %s tried to tell the npc_vehicledriver to set speed to %.3f. npc_vehicledriver only accepts values between 0 and 1.\n
pattern
peekEyeDist
peekEyeDistZ
peekTime
peekTimeAfterDamage
penny
permitrepeats
permitresponses
persistence
persistence2
persona_name_tokens
personal_cloud
personality_sphere_testanim
pfff.
pffff.
pfffff.
pffffff.
phoneme
phonemes
phonemes_strong
phonemes_weak
phys_ballsocket
phys_bone_follower
phys_constraint
phys_constraintsystem
phys_convert
phys_debug_check_contacts
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_ragdollconstraint
phys_ragdollmagnet
phys_show_active
phys_slideconstraint
phys_speeds
phys_spring
phys_stressbodyweights
phys_thruster
phys_timescale
phys_torque
phys_upimpactforcescale
physcannon_maxforce
physcannon_maxmass
physcannon_mega_enabled
physcannon_minforce
physcannon_tracelength
physdamagescale
physenv->GetActiveObjects->VPhysicsUpdate
physenv->Simulate()
physfollower_t
physgun_interactions
physgun_notify_children
physgun_pickup
physics
physicsSpeed
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_prop_statue
physics_report_active
physics_select
physicsclonearea
physicsmode
physicsprop
physicsshadowclone
physicsshadowupdate_render
picker
pin corner
pin delta x
pin delta y
pin_corner_to_sibling
pin_to_sibling
pin_to_sibling_corner
ping-pong ball
ping_x
ping_y
ping_z
pitch
pitchcurvelinear
pitchcurvezero
pitchmax
pitchmin
pitchrange
pitchrate
pitchstart
pitchtolerance
placementOrigin
placementattachment
placementbone
plat_trigger
playback
playback_time
playbackrate
player
player->PhysicsRunThink()
player->PreThink()
player->SelectItem()
player->UpdateButtonState
playerSpeed
player_
player_activate
player_array_element
player_blue
player_blue_deaths
player_bodygroups
player_can_use_painted_power
player_changename
player_chat
player_connect
player_crouch
player_death
player_debug_print_damage
player_disconnect
player_drop
player_footstep
player_gesture
player_held_item
player_held_object_collide_with_player
player_held_object_debug_error
player_held_object_distance
player_held_object_distance_turret_vm
player_held_object_distance_vm
player_held_object_look_down_adjustment
player_held_object_max_knock_magnitude
player_held_object_max_throw_magnitude
player_held_object_min_distance
player_held_object_offset_up_cube
player_held_object_offset_up_cube_vm
player_held_object_offset_up_sphere
player_held_object_offset_up_turret_vm
player_held_object_transform_bump_ray
player_held_object_use_view_model
player_hold_column_max_size
player_hold_object_in_column
player_hurt
player_info
player_landed
player_loadsaved
player_loses_painted_power_over_time
player_manager
player_old_armor
player_orange
player_orange_deaths
player_paint_effects_duration
player_paint_effects_enabled
player_paint_screen_effect_restart_delay
player_paint_shoot_pos_forward_scale
player_paint_shoot_pos_right_scale
player_paint_shoot_pos_up_scale
player_pickup
player_regenerates_health
player_say
player_shoot
player_spawn
player_spawn_blue
player_spawn_orange
player_speed
player_speedmod
player_squad
player_stand
player_steamid
player_suppressed_bounce
player_team
player_throwforce
player_touch_paint_cleanser
player_unzoomed
player_use
player_vehicle
player_weaponstrip
player_zoomed
playeractivity
playercanshoot
playergraceperiod
playerhealth
playerhealthfrac
playerlocktimebeforefire
playermodel
playerperf
playerspeed
playerweapon
playing_commentary
playoverscript
playtest_random_death
playvideo_end_level_transition
playvideo_end_level_transition coop_bluebot_load 1
playvideo_end_level_transition coop_bots_load 1
playvideo_end_level_transition coop_bots_load_wave 1
playvideo_end_level_transition coop_orangebot_load 1
playvideo_exitcommand
playvideo_exitcommand_nointerrupt
pmaterial
point0
point1
point_anglesensor
point_angularvelocitysensor
point_bonusmaps_accessor
point_broadcastclientcommand
point_camera
point_changelevel
point_clientcommand
point_combine_ball_launcher
point_commentary_node
point_commentary_viewpoint
point_devshot_camera
point_enable_motion_fixup
point_energy_ball_launcher
point_entity_finder
point_futbol_shooter
point_gamestats_counter
point_hurt
point_laser_target
point_message
point_playermoveconstraint
point_posecontroller
point_proximity_sensor
point_push
point_servercommand
point_spotlight
point_survey
point_teleport
point_template
point_template %s failed to add template.\n
point_tesla
point_velocitysensor
point_viewcontrol
point_viewcontrol_multiplayer
point_viewcontrol_survivor
point_viewproxy
points
popularity_seed
port
portal2
portal2_portal_width
portal2_research_data.csv
portal2_square_portals
portal_1_charge
portal_1_edge
portal_1_projectile_stream
portal_1_projectile_stream_pedestal
portal_2_charge
portal_2_edge
portal_2_projectile_stream
portal_2_projectile_stream_pedestal
portal_badsurface
portal_base2D
portal_beamtrace_optimization
portal_carve_vphysics_clips
portal_clone_displacements
portal_close
portal_deathcam_dist
portal_edge
portal_edge_reverse
portal_enabled
portal_environment_radius
portal_fired
portal_funnel_debug
portal_gamerules
portal_gamerules_data
portal_ghost_force_hitbox
portal_ghost_show_bbox
portal_ghosts_scale
portal_laser_high_precision_update
portal_laser_normal_update
portal_mp_stats
portal_paint_color
portal_place
portal_place %d %d %.3f %.3f %.3f %.3f %.3f %.3f; 
portal_player_interaction_quadtest_epsilon
portal_player_ping
portal_player_portaled
portal_pointpush_debug
portal_pointpush_think_rate
portal_procedural_generator
portal_projectile_stream
portal_race_checkpoint
portal_ragdoll
portal_report
portal_stats_controller
portal_stats_display_screen
portal_success
portal_tauntcam_dist
portal_test_resting_surface_for_paint
portal_trace_shrink_ray_each_query
portal_triangles_overlap
portal_use_player_avoidance
portal_weapon_cleanser
portalgun_fire_delay
portalgun_held_button_fire_fire_delay
portalgun_muzzleflash
portalgun_muzzleflash_FP
portallocaldata
portalmp_gamerules
portalmp_gamerules_data
portalmp_stats_data
portalnonlocaldata
portalnumber
portals
portalsimulator_collisionentity
pos: (%f, %f, %f)\n
pose: %s\n
position
position0
position1
position2
position3
position4
position5
position6
position7
position_offset_random
position_warp_random
position_within_box
position_within_sphere
positive
positive_int_value
postcommands
postion_lock_to_controlpoint
postprocess_controller
posx
posy
posz
potatos_vmodel
pre_go_to_calibration
pre_go_to_hub
precache
preciptype
preciseMovement
precommands
predicted_viewmodel
prefab
prefabs
preferred_carryangles
preferredcarryangles
premium_only
prepend
preserveAspectRatio
preset
press
press_idle
preventNameBasedLookup
prevent_crouch_jump
prevent_movement
preview_item_def
price_sheet_version
primary
primary_ammo
print soundscapes
printname
priority
procedural_generator_debug
procedural_generator_laser_catcher_at_different_height
procedural_generator_laser_catcher_at_same_height
procedural_generator_solve_it
procedural_generator_test
procedural_surface_map
progress
projected_entity_ambient_sound_proxy
projected_tractor_beam_entity
projected_wall_entity
projected_wall_impact
projection_rotation
projection_size
prop %s at %.0f %.0f %0.f missing modelname\n
prop_*
prop_active_gib_limit
prop_active_gib_max_fade_time
prop_break_disable_float
prop_button
prop_combine_ball
prop_contexts
prop_data
prop_debug
prop_door
prop_door with no model at %.2f %.2f %.2f\n
prop_door*
prop_door_rotating
prop_dynamic
prop_dynamic_create
prop_dynamic_ornament
prop_dynamic_override
prop_energy_ball
prop_exploding_futbol
prop_floor_ball_button
prop_floor_button
prop_floor_cube_button
prop_glados_core
prop_glass_futbol
prop_glass_futbol has an invalid spawner set (%s: %s). It will not respawn.\n
prop_glass_futbol has an no spawner set. It will not respawn.\n
prop_glass_futbol_socket
prop_glass_futbol_spawner
prop_hallucination
prop_indicator_panel
prop_laser_catcher
prop_laser_catcher.powerloop
prop_laser_catcher.poweroff
prop_laser_catcher.poweron
prop_laser_relay
prop_linked_portal_door
prop_mirror
prop_monster_box
prop_paint_bomb
prop_personality_sphere
prop_physics
prop_physics_create
prop_physics_multiplayer
prop_physics_override
prop_physics_paintable
prop_physics_respawnable
prop_portal
prop_portal_door.close
prop_portal_door.open
prop_portal_linked_door '%s' failed to link to partner named: '%s'\n
prop_portal_stats_display
prop_ragdoll
prop_ragdoll_attached
prop_rocket_tripwire
prop_sphere
prop_static
prop_talker
prop_telescopic_arm
prop_testchamber_door
prop_tic_tac_toe_panel
prop_tractor_beam
prop_under_button
prop_under_floor_button
prop_vehicle
prop_vehicle_airboat
prop_vehicle_choreo_generic
prop_vehicle_driveable
prop_vehicle_jeep
prop_wall_projector
prop_weighted_cube
propdata
propername
proportionalToParent
proportional_float
proportional_int
proportional_xpos
proportional_ypos
props_break_max_pieces
props_break_max_pieces_perframe
proxy
proxy_name
proxyattachment
prtls_pl
prtls_tr
ps_entholecheck.txt
pscd_server.txt
pscd_server_carvedparent.txt
pscd_server_linked.txt
pscd_server_linked_carvedparent.txt
pszConvar
pszCurrentValue
pszOrgValue
pthread_mutex_lock: 
pthread_mutex_unlock: 
ptr( 0x%p )
publisher_group_id
punchangle
puntsound
purchase_result_detail
pushdir
pushing entity (%s) that has parent (%s)!\n
pushspeed
puzzlemaker
puzzlemaker\
pvsplayer
py_generic_services
python
p}?fff?
qangle
qangle_array
qff.
qfff.
qfffff.
qffffff.
qualities
quality
quantity
quaternion
quaternion_array
quickmatch
quicksave
quit\n
r 9Z(u
r$9Z,u
r$kE
r$kU
r'iU
r(9Z$u
r,9Z0u
r1iE
r4B9
r8;q8|
r_AirboatViewDampenDamp
r_AirboatViewDampenFreq
r_AirboatViewZHeight
r_JeepFOV
r_JeepViewDampenDamp
r_JeepViewDampenFreq
r_JeepViewZHeight
r_VehicleViewDampen
r_flashlightbrightness
r_vehicleBrakeRate
r_visualizetraces
race horse
radius
radius used to raise/lower corners in nearby areas when raising/lowering corners.
radius_random
radius_scale
ragdoll
ragdoll_dissolved
ragdollconstraint
raggib
rallypoint
rallysequence
ramp
random
random level curve replacement
random position along path
random position on model
random yaw
randomnum
range
rank
rareitem
rateoffire
raytrace_fl
raytrace_fr
raytrace_rl
raytrace_rr
rcon_address %s\n
rcon_password p2\n
read_awards
read_leaderboard
read_stats
reading file '%s' of legacy format '%s' - dmxconvert this file to a newer format!\n
ready
really freaking heavy
reason
receiver
recipes
reciprocal
record_research_data
ref_aim_
ref_shoot_
referencename
refillRate
refire
refire interval: %.2f sec
reflector_cube_disable_when_on_laser
reflector_cube_disabled_nudge_time
reflector_cube_disabled_think_rate
reflector_cube_disabled_use_touch_check
reflector_start_glow
refrigerator
registered: 
relativedamping
relativetag
release
release_idle
reload
reload\n
reload_npc
remap_scalar
remote_bug\n
remove 0x%x: %s-%s (%d-%d) [%d in play, %d max]\n
removeallpaint
removing %d (%d): %s : %5.3f (%.3f)\n
renderamt
rendercolor
rendercolor32
renderers
renderfx
rendermode
repathOnRouteTolerance
repeated
replace
replaceSelection
replacement
report_entities
report_simthinklist
report_soundpatch
report_touchlinks
reports sound patch count
request
request_method
required
required_item
requiresExplicitMatch
requires_all_same_class
requires_all_same_slot
reserved
resize delta x
resize delta y
reslists
reslists\%s.snd
resolution
resource/ModEvents.res
resource/closecaption_english.dat
resource/gameevents.res
resource/hltvevents.res
resource/subtitles_english.dat
respawn_entities
respeakdelay
response %s = '%s'\n
response entry '%s' with unknown command '%s'\n
response entry '%s' with unknown response type '%s'\n
restart_level
restriction
result
resumecondition
returndelay
returnspeed
revolving_loot_lists
rffff.
rgbaVal
right
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
rightedge
robotDance
robot_point_beam
rocket_turret_projectile
rollcurvelinear
rollcurvezero
room_type
rope_anchor
rot_x
rot_y
rotatesound
rotatestartsound
rotatestopsound
rotation
rotation_movement
rotation_random
rotation_speed
rotation_speed_random
rotation_spin
rotation_spin yaw
rotortime
rotortimevariance
round_end
round_start
round_start_pre_entity
routing_app_id
rps_outcome
rr_debug_qa
rr_debugresponseconcept
rr_debugresponseconcept_exclude
rr_debugresponses
rr_debugrule
rr_dumpresponses
rr_followup_maxdist
rr_forceconcept
rr_reloadresponsesystems
rr_remarkable_max_distance
rr_remarkable_world_entities_replay_limit
rr_remarkables_enabled
rr_thenany_score_slop
rulescript
rumble
s!A9
s!ffffff.
s;G\fu
sHf9\f
sLockedSentence
sLockedSound
sPhases
sUnlockedSentence
sUnlockedSound
samples_use_time
satchel
saveentityindex
say_team
sb_perf_collect
scale
scaleAmount
scaleImage
scalesettings
scene
scene0
scene1
scene10
scene11
scene12
scene13
scene14
scene15
scene2
scene3
scene4
scene5
scene6
scene7
scene8
scene9
scene:%s
scene_async_prefetch_spew
scene_clamplookat
scene_clientflex
scene_clientplayback
scene_flatturn
scene_flush
scene_forcecombined
scene_manager
scene_maxcaptionradius
scene_playvcd
scene_print
scene_ramp
scene_showfaceto
scene_showlook
scene_showmoveto
scene_showunlock
scenefilecache
scenes/%s%s*.*
scenes/%s.vcd
scenes/npc/sp_proto_sphere/sphere_plug_attach.vcd
scenes/npc/sp_proto_sphere/sphere_plug_lock.vcd
schedule
scheduleCrc
schinese
score
scores
screen space effect
screenblurstrength
screenx
screeny
script
script "%s" kicking script "%s" out of the queue\n
script_check_finish_game
script_connect_debugger_on_mapspawn
script_debug
script_dump_all
script_execute
script_help
script_intro
script_intro %s couldn't find SetCameraViewEntity named %s\n
script_intro: Warning!! Set blend time without setting next blend mode!\n
script_reload_code
script_reload_entity_code
script_reload_think
scripted/intro_screenspaceeffect
scripted_scene
scripted_schedule "%s" can't find NPC "%s"\n
scripted_schedule "%s" using NPC "%s"(%s)\n
scripted_sentence
scripted_sequence
scripted_sequence %d:"%s" can't find NPC "%s"\n
scripted_sequence %d:"%s" using NPC %d:"%s"(%s)\n
scripted_sequence %d:%s - restarting dormant entity %d:%s : %.1f:%.1f\n
scripted_target
scriptfile
scripts/%s
scripts/actbusy.txt
scripts/challenge_mode_end_node_positions.txt
scripts/damageinfo_turret
scripts/decals_subrect.txt
scripts/instructor_lessons.txt
scripts/items/items_game.txt
scripts/mod_lessons.txt
scripts/propdata.txt
scripts/remotebugips.txt
scripts/sentences.txt
scripts/soundscapes_%s.txt
scripts/soundscapes_manifest.txt
scripts/surfaceproperties_manifest.txt
scripts/talker/response_rules.txt
scripts/vehicles/airboat.txt
scripts/vehicles/jeep_test.txt
scripts/vo_progress.txt
scripts/voicecommands.txt
scripts/vscripts/%s
scripts/vscripts/%s%s
scripts/weapon_manifest.txt
scriptsound
scrollbar
second_sequence_random
secondary
secondary_ammo
section
see:
seenbyplayer
seeplayer
select_map
selected
selectionColor_override
selectionTextColor_override
self
selfDroppable
sentence
sentryRotateSpeed
sequence
sequence: %d, frame %.0f\n
sequence_number
sequence_number 1
sequence_random
sequenceduration
sequential
sequential position along path
serializing
server
server.cfg
server_
server_cvar
server_game_time
server_hibernation
server_pre_shutdown
server_private_ip_addr
server_public_ip_addr
server_spawn
server_tv_port
serveranimdata
servercfgfile
service
service $0 {\n
set camera's current fov in integer degrees and fov change rate as float
set item tint RGB
set to weapon slot that bot should switch to.
set to weapon subtype that bot should switch to.
setChildPanelWidth
set_for_output
setang
setang_exact
setmodel
setpos
setpos into world, use noclip to unstick yourself!\n
setpos_exact
setpos_player
settingindex
settitlebarvisible
sfixed32
sfixed64
shadow_control
shadowcastdist
shadowdepthnocache
shadowquality
shake
shards
shared
sharedobj
sheetsequencepicker
sheetsequencepicker_second
shfff.
shifted_time
shootmodel
shootsound
shootsounds
shortcircuit
shotloc:arm
shotloc:gut
shotloc:leg
should PostActionSignals
should_never_see_this
showScrollBar
show_hat_descriptions
show_in_armory
show_player_paint_power_debug
show_subtitle
showhitlocation
showtriggers
showtriggers_toggle
showusagehint
sightmethod
signify
signify death_blue -1 0 %.2f %.2f %.2f 0 0 1
signify death_orange -1 0 %.2f %.2f %.2f 0 0 1
silent
simple_cubic
simple_physics_brush
simple_physics_prop
simpleprojection
single_shot
single_shot_npc
sint32
sint64
size
sjf.
sk_allow_autoaim
sk_ally_regen_time
sk_ammo_qty_scale1
sk_ammo_qty_scale2
sk_ammo_qty_scale3
sk_auto_reload_time
sk_autoaim_mode
sk_autoaim_scale1
sk_autoaim_scale2
sk_bullseye_health
sk_combine_ball_search_radius
sk_combineball_guidefactor
sk_combineball_seek_angle
sk_combineball_seek_kill
sk_dmg_inflict_scale1
sk_dmg_inflict_scale2
sk_dmg_inflict_scale3
sk_dmg_sniper_penetrate_npc
sk_dmg_sniper_penetrate_plr
sk_dmg_take_scale1
sk_dmg_take_scale2
sk_dmg_take_scale3
sk_fraggrenade_radius
sk_hover_turret_health
sk_max_357
sk_max_alyxgun
sk_max_ar2
sk_max_ar2_altfire
sk_max_buckshot
sk_max_crossbow
sk_max_gauss_round
sk_max_grenade
sk_max_pistol
sk_max_rpg_round
sk_max_smg1
sk_max_smg1_grenade
sk_max_sniper_round
sk_npc_arm
sk_npc_chest
sk_npc_dmg_357
sk_npc_dmg_airboat
sk_npc_dmg_alyxgun
sk_npc_dmg_ar2
sk_npc_dmg_buckshot
sk_npc_dmg_combineball
sk_npc_dmg_crossbow
sk_npc_dmg_fraggrenade
sk_npc_dmg_grenade
sk_npc_dmg_gunship
sk_npc_dmg_gunship_to_plr
sk_npc_dmg_pistol
sk_npc_dmg_rpg_round
sk_npc_dmg_smg1
sk_npc_dmg_smg1_grenade
sk_npc_dmg_sniper_round
sk_npc_head
sk_npc_leg
sk_npc_stomach
sk_player_arm
sk_player_chest
sk_player_head
sk_player_leg
sk_player_stomach
sk_plr_dmg_357
sk_plr_dmg_airboat
sk_plr_dmg_alyxgun
sk_plr_dmg_ar2
sk_plr_dmg_buckshot
sk_plr_dmg_crossbow
sk_plr_dmg_fraggrenade
sk_plr_dmg_grenade
sk_plr_dmg_pistol
sk_plr_dmg_rpg_round
sk_plr_dmg_smg1
sk_plr_dmg_smg1_grenade
sk_plr_dmg_sniper_round
sk_plr_grenade_drop_time
sk_plr_health_drop_time
sk_plr_num_shotgun_pellets
sk_suitcharger
sk_suitcharger_citadel
sk_suitcharger_citadel_maxarmor
skewaccelerationforward
skid_highfriction
skid_lowfriction
skid_normalfriction
skill
skill.cfg
skin
skin%d
sky3dparams_t
sky_camera
sky_urb01
skybox/%s%s
skybox_swap
skybox_swapper
skybox_swapper (%s) has no skybox specified!\n
skybox_swapper (%s) trigger input failed - cannot find 'sv_skyname' convar!\n
skyname
slam
slavename
sleep for time
sleepstate
slice
slideaxis
slidefriction
slideshow_display_screen
slime_splash_01
slime_splash_02
slime_splash_03
slot_id
slot_token_id
slot_usage_for_output
slots
small car
small_fx_scale
smg1_grenade
smokegrenade_detonate
smoothstairs
snap
snap_to_helper_angles
snapshot_file
snaptoent
snd_prevent_ss_duplicates
snd_sos_show_server_xmit
snowflake
so@9
socaches
socaches_loading
socaches_to_unload
solid
solid { 
solidbsp
sound
sound_
sound_armed
sound_depressed
sound_released
soundcloseoverride
soundcontext
soundemitterbase->Connect
soundemittersystem
soundent
soundlevel
soundlockedoverride
soundmoveoverride
soundopenoverride
soundpatch_captionlength
sounds
soundscape
soundscapeIndex
soundscape_debug
soundscape_flush
soundtype
soundunlockedoverride
source
south
south-east
south-west
sp_a1_intro3
sp_a1_intro4
sp_a1_intro5
sp_a1_intro6
sp_a2_bridge_intro
sp_a2_bridge_the_gap
sp_a2_bts1
sp_a2_bts2
sp_a2_bts3
sp_a2_bts4
sp_a2_bts5
sp_a2_column_blocker
sp_a2_dual_lasers
sp_a2_fizzler_intro
sp_a2_intro
sp_a2_laser_chaining
sp_a2_laser_over_goo
sp_a2_laser_relays
sp_a2_laser_stairs
sp_a2_laser_vs_turret
sp_a2_pit_flings
sp_a2_pull_the_rug
sp_a2_ricochet
sp_a2_sphere_peek
sp_a2_triple_laser
sp_a2_trust_fling
sp_a2_turret_blocker
sp_a2_turret_intro
sp_a3_01
sp_a3_03
sp_a3_bomb_flings
sp_a3_crazy_box
sp_a3_end
sp_a3_jump_intro
sp_a3_portal_intro
sp_a3_speed_flings
sp_a3_speed_ramp
sp_a3_transition01
sp_a4_finale2
sp_a4_finale3
sp_a4_finale4
sp_a4_jump_polarity
sp_a4_laser_catapult
sp_a4_laser_platform
sp_a4_speed_tb_catch
sp_a4_stop_the_box
sp_a4_tb_catch
sp_a4_tb_intro
sp_a4_tb_polarity
sp_a4_tb_trust_drop
sp_a4_tb_wall_button
sp_fade_and_force_respawn
space shuttle
spark_shower
spawnflags
spawnobject
spawnpos
spawnradius
spawnrate
speak
speaker
speaker_dsp_preset
speakers
spec_freeze_time
spec_freeze_traveltime
spec_goto
spec_mode
spec_next
spec_player
spec_prev
specfies what version of soundemitter system to use\n
specgui
special
special1
special2
special3
specmenu
spectate
speechtarget
speechtargetname
speed
speed_approach_factor
speed_funnelling_enabled
speed_paint_color
speedfactor
sphere.radius
sphere01
sphere02
sphereLine
sphere_plug_idle_neutral
spin
spin_none
spin_zaxis
spindown
spine_yaw
spinup
spotlight_end
spotlight_radius
spraycan
spraydir
spread
springaxis
sprite
spriteflash
spritename
sprites/blueglow1.vmt
sprites/bluelaser1.vmt
sprites/bluelight
sprites/bubble.vmt
sprites/combineball_trail_black_1.vmt
sprites/fire_floor.vmt
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare6.vmt
sprites/glow01.vmt
sprites/glow04_noz
sprites/glow1.vmt
sprites/glow_test02.vmt
sprites/grav_beam.vmt
sprites/grav_beam_noz.vmt
sprites/grav_flare
sprites/grav_light
sprites/gunsmoke.vmt
sprites/heatwave
sprites/laser.vmt
sprites/laserbeam.vmt
sprites/lgtning.vmt
sprites/light_glow02_add_noz.vmt
sprites/light_glow03.vmt
sprites/orangelight
sprites/physbeam.vmt
sprites/plasma1.vmt
sprites/purpleglow1.vmt
sprites/purplelaser1.vmt
sprites/redglow1.vmt
sprites/redlaserglow.vmt
sprites/track_beam.vmt
sprites/twinkle01.vmt
sprites/whitelight
spritescale
spritesmoke
squadname
squadslot
squirrel
src_corner_height
src_corner_width
srcid
start
start %f %f %f
start: (%.2f,%.2f,%.2f)
startLerpTo
start_active
start_at_attachment
start_at_customorigin
start_at_origin
start_building
start_disabled
startactive
startclosesound
startcolor
startdark
startdisabled
startloop
startneurotoxins
startnode
startsize
startsound
startspeed
startvalue
startwidth
statPanel%d_bl
statPanel%d_tr
stat_id
state
staticsolid
stats
stats.txt
stats_kv
status
steam_id
steamid
steammessages.proto
steammessages.proto"f\n
steamworks_immediate_upload
steamworks_sessionid_server
steamworks_show_uploads
steamworks_stats_disable
step_num
step_spline
stick
stop
stop_building
stop_transition_videos_fadeout
stopfollowonkill
stoppoint
stopvideos
stopvideos_fadeout
store_bundle
store_country_code
store_remap
stored_as_integer
strEntityName
strGroup
straight01
straight02
straight03
stretch
strict
string
string fieldName, int xpos, int ypos, int wide, int tall, bool visible, bool enabled, int tabPosition, corner pinCorner, autoresize autoResize, string tooltiptext
string==
string_array
strings::Substitute format string invalid: asked for "$
style
styles
subFocus
subject
subjectclass
subscene
subtype
success
suitvolume
sunlight_shadow_control
super_phys_gun
supress_blue_portalgun_spawn
supress_orange_portalgun_spawn
surfaceprop
surfaceprops::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
surfacetype
survey_done
surveyname
sv5$
sv_accelerate
sv_airaccelerate
sv_allchat
sv_allow_mobile_portal_teleportation
sv_allow_mobile_portals
sv_alltalk
sv_alternateticks
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_bounce_anim_time_continue
sv_bounce_anim_time_predict
sv_bounce_paint_forward_velocity_bonus
sv_bounce_reflect_enabled
sv_bowie_maneuver_threshold
sv_box_physgundrop_angle_threshold
sv_cheats
sv_cheats 1
sv_clearhinthistory
sv_client_max_interp_ratio
sv_client_min_interp_ratio
sv_clip_contacts_to_portals
sv_clockcorrection_msecs
sv_contact_region_thickness
sv_debug_bounce_reflection
sv_debug_bounce_reflection_time
sv_debug_draw_contacts
sv_debug_dumpportalhole_nextcheck
sv_debug_laser
sv_debug_physicsshadowclones
sv_debug_player_use
sv_debug_portal_race_checkpoint
sv_disable_querycache
sv_dump_portalsimulator_collision
sv_dump_portalsimulator_holeshapes
sv_edgefriction
sv_enable_paint_power_user_debug
sv_enableholdrotation
sv_erase_surface_sphere_radius
sv_findsoundname
sv_footsteps
sv_force_transmit_ents
sv_friction
sv_fullsyncclones
sv_futbol_fake_force
sv_futbol_floor_exit_angle
sv_futbol_force_players_to_catch
sv_futbol_funnel_max_correct
sv_futbol_use_cooldown_time
sv_futbol_use_steals_from_holding_player
sv_gravity
sv_hl2mp_item_respawn_time
sv_hl2mp_weapon_respawn_time
sv_holdrotationsensitivity
sv_infinite_ammo
sv_lagcompensationforcerestore
sv_lagflushbonecache
sv_lagpushticks
sv_laser_cube_autoaim
sv_laser_tight_box
sv_massreport
sv_maxreplay
sv_maxspeed
sv_maxunlag
sv_maxupdaterate
sv_maxvelocity
sv_minupdaterate
sv_monster_turret_velocity
sv_netvisdist
sv_noclipaccelerate
sv_noclipduringpause
sv_noclipspeed
sv_npc_talker_maxdist
sv_optimizedmovement
sv_paint_alpha_coat
sv_paint_detection_sphere_radius
sv_paint_surface_sphere_radius
sv_paint_trigger_sound_delay
sv_paintairacceleration
sv_paintblob_damage
sv_personality_core_pca_pitch
sv_personality_core_pca_roll
sv_personality_core_pca_yaw
sv_player_collide_with_laser
sv_player_funnel_gimme_dot
sv_player_funnel_height_adjust
sv_player_funnel_into_portals
sv_player_funnel_snap_threshold
sv_player_funnel_speed_bonus
sv_player_funnel_well_above
sv_player_trace_through_portals
sv_player_use_cone_size
sv_playerperfhistorycount
sv_portal2_button_hint_range
sv_portal2_pickup_hint_range
sv_portal_cleanser_think_rate
sv_portal_cleanser_vortex_distance
sv_portal_coop_ping_cooldown_time
sv_portal_coop_ping_hud_indicitator_duration
sv_portal_coop_ping_indicator_show_to_all_players
sv_portal_debug_touch
sv_portal_enable_microphone
sv_portal_high_speed_physics_early_untouch
sv_portal_microphone_max_range
sv_portal_microphone_sensitivity
sv_portal_new_player_trace
sv_portal_new_player_trace_vs_remote_ents
sv_portal_new_trace_debugboxes
sv_portal_new_velocity_check
sv_portal_pathtrack_track_width_on
sv_portal_placement_debug
sv_portal_placement_never_bump
sv_portal_placement_never_fail
sv_portal_placement_on_paint
sv_portal_players
sv_portal_race_checkpoint_model_scale
sv_portal_shot_fizzles_enemy_portals
sv_portal_shot_fizzles_friendly_portals
sv_portal_shot_push
sv_portal_staticcollisioncache_cachebrushes
sv_portal_staticcollisioncache_cachestaticprops
sv_portal_teleportation_resets_collision_events
sv_portal_trace_vs_displacements
sv_portal_trace_vs_holywall
sv_portal_trace_vs_staticprops
sv_portal_trace_vs_world
sv_portal_turret_fire_cone_z_tolerance
sv_portal_turret_max_burn_time
sv_portal_turret_min_burn_time
sv_portal_turret_shoot_at_death
sv_portal_turret_shoot_through_portals_proximity
sv_portal_unified_velocity
sv_portals_block_other_players
sv_post_teleportation_box_time
sv_press_jump_to_bounce
sv_projected_entities_use_placement_helper
sv_props_funnel_into_portals
sv_props_funnel_into_portals_deceleration
sv_pushaway_clientside
sv_pushaway_clientside_size
sv_pushaway_force
sv_pushaway_max_force
sv_pushaway_max_player_force
sv_pushaway_min_player_speed
sv_pushaway_player_force
sv_pvsskipanimation
sv_querycache_stats
sv_randomize_nugget_availability
sv_randomize_nugget_availability_groupavailability
sv_randomize_nugget_availability_ungroupedavailability
sv_regeneration_force_on
sv_regeneration_wait_time
sv_reload_node_position_keys
sv_report_client_settings
sv_robust_explosions
sv_rollangle
sv_rollspeed
sv_script_think_interval
sv_show_placement_help_in_preview
sv_showanimstate
sv_showanimstate_activities
sv_showanimstate_log
sv_showhitboxes
sv_showladders
sv_showlagcompensation
sv_skyname
sv_slippery_cube_button
sv_soundemitter_filecheck
sv_soundemitter_flush
sv_soundemitter_reload
sv_soundemitter_spew
sv_soundemitter_trace
sv_soundemitter_version
sv_soundscape_printdebuginfo
sv_specaccelerate
sv_specnoclip
sv_specspeed
sv_speed_normal
sv_speed_paint_acceleration
sv_speed_paint_max
sv_speed_paint_on_bounce_deceleration_delay
sv_speed_paint_ramp_acceleration
sv_speed_paint_side_move_factor
sv_speed_paint_straf_accel_scale
sv_stepsize
sv_stopspeed
sv_strict_notarget
sv_suppress_viewpunch
sv_test_scripted_sequences
sv_teststepsimulation
sv_thinktimecheck
sv_thinnerprojectedwalls
sv_threaded_init
sv_transition_fade_time
sv_turbophysics
sv_unlag
sv_unlag_debug
sv_unlag_fixstuck
sv_unlockedchapters
sv_use_bendy_model
sv_use_edgefriction
sv_use_find_closest_passable_space
sv_use_shadow_clones
sv_use_trace_duration
sv_use_transformed_collideables
sv_vehicle_autoaim_scale
sv_wall_bounce_trade
sv_wall_jump_help
sv_wall_jump_help_amount
sv_wall_jump_help_debug
sv_wall_jump_help_threshold
sv_wateraccelerate
sv_waterdist
sv_waterfriction
sv_weapon_pickup_time_delay
sv_zoom_stop_movement_threashold
sv_zoom_stop_time_threashold
swap_guns_proximity_fail
swap_model_for_fizzler_fx
swapmodel
swapped_guns
switch to en/disable the prevention of splitscreen audio file duplicates\n
synctofollowinggesture
syntax = "proto2";\n\n
syntax: Portals_ResizeAll [half width] [half height]\n
system
system/network
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test_proxytoggle
test_traceline
testchmb_a_00
testchmb_a_01
testchmb_a_02
testchmb_a_03
testchmb_a_04
testchmb_a_05
testchmb_a_06
testchmb_a_07
testchmb_a_08
testchmb_a_08_advanced
testchmb_a_09
testchmb_a_09_advanced
testchmb_a_10
testchmb_a_10_advanced
testchmb_a_11
testchmb_a_11_advanced
testchmb_a_13
testchmb_a_13_advanced
testchmb_a_14
testchmb_a_14_advanced
testchmb_a_15
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text
text format contains deprecated field "
textAlignment
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textfile
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texture
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tfA9
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thinkfunc_t
thinkfunction
thinktime %f, %i entities\n
threshold
thrown_objects_t
thrust
tiB9
tiC9
tightener
tileHorizontalOverride
tileHorizontally
tileImage
tileVerticalOverride
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tilttime
time
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trail
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transid
transition_map
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trigger
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trigger_autosave
trigger_brush
trigger_catapult
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trigger_changelevel to %s doesn't have a landmark
trigger_changelevel to map %s has a landmark embedded in solid!\nThis will break level transitions!\n
trigger_fog
trigger_gravity
trigger_hierarchy
trigger_hurt
trigger_impact
trigger_look
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trigger_once
trigger_paint_cleanser
trigger_physics_trap
trigger_ping_detector
trigger_playermovement
trigger_playerteam
trigger_portal_button
trigger_portal_cleanser
trigger_proximity
trigger_push
trigger_remove
trigger_rpgfire
trigger_serverragdoll
trigger_soundscape
trigger_teleport
trigger_togglesave
trigger_tonemap
trigger_tractorbeam
trigger_transition
trigger_vphysics_motion
trigger_waterydeath
trigger_weapon_dissolve
trigger_weapon_strip
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unichar
unicode
uninterpreted_option
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unnamed
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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
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vehicle_gear_t
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vehicle_viewcontroller %s could not find specified entry animation %s\n
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vehicle_wheel_fr_height
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vehicle_wheel_rl_height
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