        %3d %3d %3d %3d %3d %3d %3d %3d
        %4u %4u %4u %4u %4u %4u %4u %4u
     ENTITY IS DORMANT\n
    '%s' localization matches\n
    '%s' matches\n
    - m_AudiblePlayers[%d] = %u\n
    - m_ServerBannedPlayers[%d] = %u\n
    Component %d: %dhx%dv q=%d
    Component %d: dc=%d ac=%d
    with %d x %d thumbnail image
   %c=%d ~%d%%
   %d: %.2f %.2f %.2f\n
   '%s' (entindex %d) %s \n
   Position: %.2f %.2f %.2f\n
   Sound Positions:\n
   entity index: %d\n
   entity pos: %.2f %.2f %.2f\n
   soundscape index: %d\n
  Ss=%d, Se=%d, Ah=%d, Al=%d
  boingSpeed = %3.2f, boingVelDir( %3.2f, %3.2f, %3.2f )\n
 (classmap missing)
 9^;24CChildOperatorDefinition
 C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n
 FKu
 ReadToken overflow
 [value will hold]
 bool (%s)\n
 bytes
 color (%i %i %i %i)\n
 failed to dlopen %s error=%s\n
 fff.
 ffff.
 fffff.
 float (%f)\n
 integer (%i)\n
 libpng version 1.5.2 - March 31, 2011\n\n
 short (%i)\n
 string (%s)\n
 uzf
 vector (%f %f %f)\n
!!! Missing printname on weapon
!1AQaq
!HEV_AMO0
!Nff.
!\t@14C_FuncConveyor
!\t@19CDecalEmitterSystem
!fff.
!ffff.
!fffff.
!ffffff.
"2BRbr
"@0123456789ABCDEF
"fff.
"fffff.
"ffffff.
"player_array"
# Active particle systems: %i
# of control points to set
#%s_NAME
#3CScs
#Achievement_Earned
#Frame_Untitled
#HL_Name_Change
#MessageBox_Cancel
#MessageBox_OK
#Player
#PlayerDeath
#PlayerName
#PlayerPing
#PlayerScore
#PropertyDialog_OK
#Spec_Map
#Spec_Mode0
#Spec_Mode1
#Spec_Mode2
#Spec_Mode3
#Spec_Mode4
#Spec_Mode5
#Spec_Modes
#Spec_Options
#Spec_PlayerItem
#Spec_PlayerItem_Team
#Spectators
#SysMenu_Close
#SysMenu_Maximize
#SysMenu_Minimize
#TextEntry_AppendText
#TextEntry_ConversionMode
#TextEntry_Copy
#TextEntry_Cut
#TextEntry_Language
#TextEntry_Paste
#TextEntry_PrependText
#TextEntry_ReplaceText
#TextEntry_SentenceMode
#Val
#Valve_HDRDEMO_LeftTitle
#Valve_HDRDEMO_RightTitle
#Valve_Hud_AMMO
#Valve_Hud_AMMO_ALT
#Valve_Hud_AUX_POWER
#Valve_Hud_BONUS_PROGRESS
#Valve_Hud_FLASHLIGHT
#Valve_Hud_HEALTH
#Valve_Hud_OXYGEN
#Valve_Hud_SPRINT
#Valve_Hud_SQUAD_FOLLOWING
#Valve_Hud_SQUAD_STATIONED
#Valve_Hud_SUIT
#Voice
#base
#base is NULL 
#chat_say
#chat_say_team
#fff.
#ffff.
#fffff.
#ffffff.
#game_player_changed_name
#game_player_joined_autoteam
#game_player_joined_game
#game_player_joined_team
#game_player_left_game
#game_server_cvar_changed
#gameui_paused
#hl2_AmmoFull
#include
#include is NULL 
#var_
#var_%s
$333?
$4DTdt
$AAInternal1
$AAInternal2
$AAInternal3
$ALPHADEPTH
$C0_X
$C0_Y
$C0_Z
$CHEAPWATERENDDISTANCE
$CHEAPWATERSTARTDISTANCE
$DECK
$FleshEffectCenterRadius1
$FleshEffectCenterRadius2
$FleshEffectCenterRadius3
$FleshEffectCenterRadius4
$FleshGlobalOpacity
$FleshSubsurfaceTint
$HDRCOLORSCALE
$LINUX
$MotionBlurInternal
$OSX
$POSIX
$USINGPIXELSHADER
$WIN32
$WINDOWS
$X360
$alpha
$alphatest
$alternateviewmatrix
$basetexture
$basetextureoffset
$basetexturescale
$basetexturetransform
$bloomEnable
$bloomamount
$bluramount
$colCorrectEnable
$colCorrect_DefaultWeight
$colCorrect_LookupWeights
$colCorrect_NumLookups
$crackmaterial
$detailblendfactor
$disabled
$emissiveblendstrength
$entityorigin
$fadeout
$falloffamount
$falloffdistance
$falloffoffset
$fff?
$ffff.
$ffffff.
$forcecheap
$forceexpensive
$frame
$hdrcolorscale
$ignorez
$light_color
$light_position
$lighting
$mode
$model
$no_fullbright
$nocull
$nofog
$orientation
$orientationMatrix
$reflectentities
$reflecttexture
$refractamount
$refracttexture
$refracttint
$spriteRenderMode
$spriteorientation
$spriteorigin
$spritesize
$translucency
$underwateroverlay
$vertexalpha
$vertexcolor
$world_maxs
$world_mins
%-*s  %-*s  %*.2f  %*.1f/%-*d  %*.0f%% 
%-30s %-20s (%i %i)
%-30s %-20s (%s)
%.0f fps - %s\n
%.2f                                                                                       %.2f                                                                                           %.2f
%.2f %.2f %.2f
%.2f %.2f %.2f\n
%.2f%% of pixels above %d%% target @ %4.2f%%  Target Scalar = %4.2f  Min/Max( %4.2f, %4.2f )  Final Scalar: %4.2f  Actual: %4.2f
%02d: dur(%8.2f) amp(%8.2f) freq(%8.2f)
%02x
%03i %s::%s - %s
%15s %27s (%s / %s)  %14s
%15s %30s (%5i / %5i bytes): %15s
%15s %30s: %15s
%255s
%255s %255s
%3.1f/s
%3i fps (%3i, %3i) %.1f ms on %s
%3i fps on %s
%5EUeu
%8.3f[%d] %s:  %s
%8.4f : %30s : %5.3f : %4.2f  +\n
%8.4f : %30s : %5.3f : %4.2f : %1d\n
%8.4f : %30s : %5.3f : %4.2f\n
%D12C_PropCannon
%c(%s) %s%c: %s
%d %d %d %d
%d %s %d %02d:%02d:%02d +0000
%d entities in bone setup array. Should have been cleaned up by now\n
%d_hidden
%d_width
%f %f %f %f
%f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
%ffff.
%fffff.
%ffffff.
%i %i %i %i
%i %s %s : %s\n
%i gametitle fade\n
%i, %i, %i, %i
%keywords
%ld%c
%lld
%s %f %f %f;
%s %f %f %f\n
%s '%s' has a base specified as '%s', but there is no matching entry in propdata.txt.\n
%s : %8.2f:  clearing events\n
%s : %8.2f:  finish %s\n
%s : %8.2f:  ignored %s\n
%s : %8.2f:  start %s\n
%s : %s : %s -- %s "%s"
%s Interpolate at %f%s\n
%s LatchChanged at %f changetime %f:  %s\n
%s RestoreData(original)
%s RestoreData(slot %02i)
%s SaveData(original)
%s SaveData(slot %02i)
%s directly referenced wave %s (should use game_sounds.txt system instead)\n
%s not found\n
%s string image, int src_corner_height, int src_corner_width, int draw_corner_height, int draw_corner_width
%s stuck on object %i/%s
%s will be used\n
%s%d.vmt
%s(%d) : %s\n
%s, bool textHidden, bool editable, bool unicode, bool NumericInputOnly, int maxchars
%s, int SubTabPosition
%s, string URLText
%s, string command, int default
%s, string image
%s, string image, string border, string fillcolor, bool scaleImage
%s, string image, string imagecolor, alignment imageAlignment, int preserveAspectRatio, int filtered
%s, string labelText, string associate, alignment textAlignment, int wrap, int dulltext, int brighttext, string font
%s, string leftText, string rightText
%s, string progress, string variable
%s, string text, bool scrollbar
%s, string title
%s, weight: %.2f, cycle: %.2f, aim (%d)
%s.FootstepLeft
%s.FootstepRight
%s.RunFootstepLeft
%s.RunFootstepRight
%s.ctx
%s.txt
%s/bin/%s
%s/steam_input/action_manifest_%s.vdf
%s:  mapped to %s (%s)\n
%s:  unmapped\n
%s: unexpected token %s\n
%s[%d]: Playing sequence %d but there's only %d in total?\n
%s[%d]: no sequences?\n
%s_%i_%i_%i_%i
%s_back
%s_dx80.%s
%s_dx90_slow.%s
%s_rendermode_%d
%s_strong
%s_weak
&6FVfv
&Apply
&Cut
&Exit
&Reload Localization
&Save
&fff.
&ffff.
&fffff.
&ffffff.
&t!kU
'%s' = '%s'\n
'7GWgw
'Look' stick response mode: 0=Default, 1=Acceleration Promotion
'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=power function(i.e., pow(x,1/sensitivity)), 5=two-stage
'fff.
'ffff.
(%7.4f : %30s : %5.3f : %4.2f : %1d)\n
(%d): Cycle latch used to correct %.2f in to %.2f instead of %.2f.\n
(8HXhx
(All values in linear space)
(DORMANT)
(Original algorithm) Target Scalar = %4.2f  Min/Max( %4.2f, %4.2f )  Final Scalar: %4.2f  Actual: %4.2f
(SourceTV) %s
(ammo_primary)
(ammo_secondary)
(fffff.
(itemnumber)
(localplayer)\n\n
(localplayerweapon)\n\n
(localteam)\n\n
(mapname)
(playerindex)
(playerindexplusone)
(playerresource)\n\n
(time_float)
(time_int)
(weapon_name)
(weapon_print_name)
)9IYiy
)ffff.
)ffffff.
*** ERROR: Bone access not allowed (entity %i:%s)\n
*** ERROR: C_ServerRagdoll::InitModel: %s missing vcollide data ***\n
*** Encountered VTF file with an invalid full header!\n
*** Encountered VTF file with an invalid minor version!\n
*** Encountered VTF file with an invalid version!\n
*** Encountered VTF invalid image format!\n
*** Encountered VTF invalid texture size!\n
*** Encountered VTF non-square cubemap!\n
*** Encountered VTF volume texture cubemap!\n
*** Error unserializing VTF file... is the file empty?\n
*** Tried to load a non-VTF file as a VTF file!\n
*** Unable to serialize... have no image data!\n
***\nShared activity collision! %s<->%s\n***\n
***\nShared<->Private Event collision!\n***\n
**empty**
**studio**
*:JZjz
*fff.
*fffff.
*ffffff.
+C 9C
+E 9E
+KDk
+alt1
+alt2
+attack
+attack2
+attack3
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+duck
+ffff.
+forward
+graph
+grenade1
+grenade2
+jlook
+jump
+klook
+left
+lookdown
+lookspin
+lookup
+movedown
+moveleft
+moveright
+moveup
+posedebug
+reload
+resetcamera
+right
+score
+showscores
+speed
+strafe
+use
+walk
+zoom
,fff.
,fffff.
,ffffff.
- CURRENT SOUNDSCAPE: %d [%s]\n
- PLAYING DEBUG SOUNDSCAPE: %d [%s]\n
-------------%s: frame %d -----------------\n
----------------- frame %d -----------------\n
--------------------------------------------\n\n
----------------------------------\n\n
-1.25
-10 -10 -10
-128 0 0
-135
-20.0
-50.0
-90 0 0
-90.0f
-FillVolume
-allowdebug
-alt1
-alt2
-attack
-attack2
-attack3
-back
-break
-camdistance
-camin
-cammousemove
-camout
-campitchdown
-campitchup
-camyawleft
-camyawright
-commandermousemove
-defaultgamedir
-duck
-fffff.
-filmgrain
-forward
-g15
-game
-gamepadui
-gamestatsfileoutputonly
-gamestatslogging
-gamestatsloggingtofile
-graph
-grenade1
-grenade2
-hushasserts
-jlook
-jump
-klook
-left
-lookdown
-lookspin
-lookup
-makedevshots
-makereslists
-movedown
-moveleft
-moveright
-moveup
-nogamepadui
-nomouse
-particles
-posedebug
-reload
-resetcamera
-right
-score
-showscores
-speed
-strafe
-textmode
-tools
-use
-useforcedmparms
-vguimessages
-walk
-zoom
.@4u5
.@8u0
.@Hs5
.@Ps5
.@ttM
.A0u#
.A15CMemberFunctor0IP18CParallelProcessorIP18CNewParticleEffect21CFuncJobItemProcessorIS2_EEMS5_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
.A4t
.A4u
.A8t
.A8u
.A8u\r
.A\fsH
.A\fu1
.A\fu8
.A\fvs
.B8s
.B8u
.BHr\t
.BXs
.C,vL
.CDs
.Clr
.D8\fr
.E\fsh
.F(uG
.F(uP
.F,w5
.F0t\f
.F0v&1
.F4t
.F8t
.FDs
.FPsO
.G8u
.GDr\n
.H,u9
.H0u7
.H4s%
.H4t
.HDu\n
.Hxu\n
.I,s7
.I0v
.I4s.
.IXs\r
.Ixw6
.N0v\n
.NXr!
.O,sw
.OHv*
.PHu
.Ppu
.Q8t
.R\fu3f
.S0u\n
.SDt
.SHt
.VXt0
.V\frZffff.
.\f0si9
.a8s:
.dylib
.fff.
.fffff.
.hLr
.htm
.html
.mdl
.mp3
.rHr
.vcd
.vmt
.wav
//MOD/%d_%s_%s.tga
/MumbleLink.%d
/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
/TF<)VGy#WH
/Users/buildbot/buildslave/rel_singleplayer_osx/build/src/public/tier1/UtlSortVector.h
/Users/buildbot/buildslave/rel_singleplayer_osx/build/src/tier1/mempool.cpp
/fffff.
/ffffff.
/usr/lib/libSystem.B.dylib
/usr/lib/libcurl.4.dylib
/usr/lib/libiconv.2.dylib
/usr/lib/libstdc++.6.dylib
/usr/lib/libz.1.dylib
0 - no auto-resize
0 - top-left
0 -128 0
0 0 0
0 0 0 0
0 0 0 255
0 0 1
0 128 0
0 = Original Algorithm 1 = New Algorithm
0 = off, 1 = show post-processing passes in quadrants of the screen, 2 = only apply post-processing to the centre of the screen
0.0005
0.001
0.002
0.0035
0.01
0.022
0.03
0.04
0.05
0.055
0.05f
0.08
0.0f
0.10
0.15
0.1f
0.25
0.35
0.50
0.55
0.60
0.65
0.67
0.75
0.85
0.95
0;P0
0=Off, 1=Normal, 2=Wireframe
0=move+shoot from face. 1=move with torso. 2,3,4=shoot with face+mouse cursor. 5+ are probably not that useful.
0=off, Set all eyes to 1=left, 2=right, 3=middle eye
0@11C_StriderFX
0@tH
0@tX
0@tz
0FHu
0fff.
0fffff.
0ffffff.
0x%016llX
1 - resize right
1 - show hitches , 2 - show stalls
1 - top-right
1 1 1
1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.
1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.
1.00
1.0f
1.2.5
1.20
1.5.2
1.50
1.75
10 10 10
10.0
10.0f
100.0
1000
10000
100000.0
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
10BlankImage
10CFracProxy
10CHudHealth
10CHudWeapon
10CIconPanel
10CMouthInfo
10CPASFilter
10CPVSFilter
10CSineProxy
10CUtlVectorIN18ModelPoseDebugInfo8InfoTextE10CUtlMemoryIS1_iEE
10CViewSetup
10C_BaseDoor
10C_BaseFlex
10C_Flaregun
10C_Func_LOD
10C_Hairball
10C_OP_Decay
10C_OP_Noise
10C_PropJeep
10C_TEImpact
10C_TESparks
10C_TESprite
10ConCommand
10IAppSystem
10IPVSNotify
10VideoPanel
11BitmapImage
11CBase3dView
11CClampProxy
11CDustEffect
11CEmptyProxy
11CHUDAutoAim
11CHudBattery
11CHudElement
11CHudHDRDemo
11CHudTexture
11CHudVehicle
11CPDumpPanel
11CPolyhedron
11CPrecipHack
11CPrediction
11CProxyIsNPC
11CRefCountedI20CRefCountServiceBaseILb1E6CRefMTEE
11CSkyboxView
11CSpecButton
11CTextWindow
11CVTFTexture
11C_DustTrail
11C_FireSmoke
11C_FireTrail
11C_Func_Dust
11C_GameRules
11C_GunshipFX
11C_HalfLife2
11C_LightGlow
11C_OP_FadeIn
11C_PropCrane
11C_TEBubbles
11C_Weapon357
11C_WeaponAR2
11C_WeaponRPG
11CommandMenu
11IClientMode
11IGameSystem
11IMoveHelper
11IPrediction
11IRefCounted
11IVTFTexture
11IViewRender
11SporeEffect
11WashEmitter
11fogparams_t
120.0
1200
128 0 0
128.0
12CAvatarImage
12CBaseHudChat
12CBeamSegDraw
12CBitmapPanel
12CBreakParser
12CCenterPrint
12CChoreoScene
12CClientTools
12CDetailModel
12CDivideProxy
12CEffectsList
12CEmberEffect
12CEmptyConVar
12CEqualsProxy
12CGeneralSpin
12CGlowOverlay
12CHudFilmDemo
12CHudViewport
12CIntProperty
12CLCDItemIcon
12CLCDItemText
12CLoadingDisc
12CNavProgress
12CParticleMgr
12CPlasmaSpray
12CPlayerState
12CProxyHealth
12CRefCounted1I15WorldListInfo_t20CRefCountServiceBaseILb1E6CRefMTEE
12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE
12CResultProxy
12CRopeManager
12CRopePhysicsILi10EE
12CRopePhysicsILi7EE
12CShadowProxy
12CShieldProxy
12CTraceFilter
12CVoiceStatus
12CWarpOverlay
12C_AI_BaseNPC
12C_AntlionGib
12C_BaseEntity
12C_BasePlayer
12C_EnvelopeFX
12C_FireSprite
12C_FuncLadder
12C_HLTVCamera
12C_HandleTest
12C_OP_FadeOut
12C_OP_SpinYaw
12C_PhysMagnet
12C_SmokeStack
12C_SmokeTrail
12C_SporeTrail
12C_TEBSPDecal
12C_TEBaseBeam
12C_TEBeamEnts
12C_TEBeamRing
12C_TEShowLine
12C_VGuiScreen
12C_WeaponFrag
12C_WeaponSMG1
12ColumnButton
12ICenterPrint
12IClientTools
12ICollideable
12IEffectsList
12ILoadingDisc
12IManipulator
12IMotionEvent
12IRopeManager
12ITextMessage
12ITraceFilter
12IViewEffects
13CBasePresence
13CBitmapButton
13CBoolProperty
13CCallbackBase
13CCallbackImplILi12EE
13CCallbackImplILi1EE
13CCallbackImplILi4EE
13CCallbackImplILi8EE
13CClientEffect
13CDebugOverlay
13CDustFollower
13CDustParticle
13CEmberEmitter
13CFXStaticLine
13CFireParticle
13CGameMovement
13CHUDQuickInfo
13CHudCrosshair
13CHudSuitPower
13CMessageChars
13CMumbleSystem
13CPanelFactoryI16CVGuiScreenPanel20VGuiScreenInitData_tE
13CPanelFactoryI23CSlideshowDisplayScreen20VGuiScreenInitData_tE
13CPanelFactoryI24CTeleportCountdownScreen20VGuiScreenInitData_tE
13CPanelFactoryI25CPortalStatsDisplayScreen20VGuiScreenInitData_tE
13CPanelFactoryI26CNeurotoxinCountdownScreen20VGuiScreenInitData_tE
13CPanelFactoryI9CHudRadar20VGuiScreenInitData_tE
13CPortalRender
13CSmokeEmitter
13CSpectatorGUI
13CWorkerThread
13C_DynamicProp
13C_EntityFlame
13C_FuncMonitor
13C_MortarShell
13C_NPC_Manhack
13C_PointCamera
13C_PortalBlast
13C_Prop_Portal
13C_RocketTrail
13C_ScriptIntro
13C_TEBeamLaser
13C_TEExplosion
13C_WaterBullet
13C_Weapon_SLAM
13IClientEffect
13IClientEntity
13IGameMovement
13IHandleEntity
13IMessageChars
13IPanelFactory
13IPoseDebugger
13IVModeManager
13audioparams_t
13sky3dparams_t
13vehicleview_t
14CBaseAppSystemI20IParticleSystemQueryE
14CBaseAppSystemI21IClientVirtualRealityE
14CBaseGameStats
14CBaseWaterView
14CBaseWorldView
14CColorProperty
14CEffectsClient
14CEnvWindShared
14CExampleEffect
14CFloatProperty
14CFunctionProxy
14CHFontProperty
14CHLModeManager
14CHudCommentary
14CHudFlashlight
14CImpactOverlay
14CLampBeamProxy
14CLampHaloProxy
14CMultiplyProxy
14CNetGraphPanel
14CPhysicsSystem
14CRecordingList
14CSimpleEmitter
14CSmokeParticle
14CSpectatorMenu
14CSubtractProxy
14C_AR2Explosion
14C_BaseHLPlayer
14C_BasePropDoor
14C_BoneFollower
14C_CrossbowBolt
14C_DynamicLight
14C_EnvStarfield
14C_FuncOccluder
14C_FuncRotating
14C_HLMachineGun
14C_NPC_Barnacle
14C_OP_ModelCull
14C_OP_PlaneCull
14C_ParticleFire
14C_PlasmaSprite
14C_RopeKeyframe
14C_SpotlightEnd
14C_TEBeamFollow
14C_TEBeamPoints
14C_TEBeamSpline
14C_TEBreakModel
14C_TEGlowSprite
14C_TEWorldDecal
14C_WeaponCycler
14C_WeaponPistol
14ConCommandBase
14IBaseClientDLL
14IBaseInterface
14IBrushRenderer
14IClientUnknown
14IClientVehicle
14IGameResources
14IMaterialProxy
14INetGraphPanel
14IRecordingList
14IViewPortPanel
14SnowFallEffect
150.0
1500
15AshDebrisEffect
15CAboveWaterView
15CAchievementMgr
15CAutoGameSystem
15CBaseEntityList
15CBaseGameSystem
15CBaseModelPanel
15CEZParticleInit
15CFXDiscreetLine
15CFleckParticles
15CGameStringPool
15CHudChatHistory
15CHudDeathNotice
15CHudHintDisplay
15CHudSquadStatus
15CHudTextMessage
15CMemberFunctor0IP18CParallelProcessorIP15C_BaseAnimating21CFuncJobItemProcessorIS2_EEMS5_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CMemberFunctor6IP12CRopeManagerMS0_FvbPNS0_16RopeRenderData_tEiRK6VectorS6_PN14C_RopeKeyframe21BuildRopeQueuedData_tEEbS3_iS4_S4_S9_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
15CParticleEffect
15CRenderExecutor
15CShadowLeafEnum
15CSmallTextEntry
15CSpinUpdateBase
15CSplashParticle
15CStringProperty
15CTier0AppSystemI21IClientVirtualRealityE
15CTier1AppSystemI21IClientVirtualRealityLi0EE
15CTier2AppSystemI21IClientVirtualRealityLi0EE
15CTier3AppSystemI21IClientVirtualRealityLi0EE
15CUnderWaterView
15CWorldDimsProxy
15C_AlyxEmpEffect
15C_BaseAnimating
15C_BaseViewModel
15C_ClientRagdoll
15C_FogController
15C_INIT_AgeNoise
15C_OP_DampenToCP
15C_OP_LockToBone
15C_OP_RenderRope
15C_OP_SpinUpdate
15C_ParticleTrail
15C_PortalRagdoll
15C_Portal_Player
15C_QuadraticBeam
15C_ServerRagdoll
15C_ShadowControl
15C_TEAntlionDust
15C_TEBloodSprite
15C_TEBubbleTrail
15C_TELargeFunnel
15C_TEMetalSparks
15C_TEMuzzleFlash
15C_TEPhysicsProp
15C_TEPlayerDecal
15C_TESpriteSpray
15C_TeamplayRules
15C_TestTraceline
15C_WeaponAlyxGun
15C_WeaponBugBait
15C_WeaponCrowbar
15C_WeaponCubemap
15C_WeaponHopwire
15C_WeaponShotgun
15IAchievementMgr
15IHudTextMessage
15IParticleEffect
15ISaveRestoreOps
15ITempEntsSystem
15WorldListInfo_t
16384
16CBaseHudChatLine
16CBaseManipulator
16CBaseRopePhysics
16CBulletWhizTimer
16CClientShadowMgr
16CClientThinkList
16CDataManagerBase
16CDefaultAccessor
16CDllDemandLoader
16CEntitySaveUtils
16CFireSmokeEffect
16CFreezeFrameView
16CHL2GameMovement
16CHeadlightEffect
16CHudCloseCaption
16CInterpolatedVarI16C_AnimationLayerE
16CInterpolatedVarI6QAngleE
16CInterpolatedVarI6VectorE
16CInterpolatedVarIfE
16CLinearRampProxy
16CModelPanelModel
16CPlayerLocalData
16CPlayerLogoProxy
16CPlayerViewProxy
16CPortalgunEffect
16CPredictableList
16CRendering3dView
16CShadowDepthView
16CSimple3DEmitter
16CSimpleWorldView
16CSnowFallManager
16CTraceFilterGlow
16CVGuiScreenPanel
16CViewRenderBeams
16CWrapMinMaxProxy
16CZoomManipulator
16C_BaseHelicopter
16C_BaseProjectile
16C_BaseTempEntity
16C_CombineGunship
16C_EntityDissolve
16C_FuncTrackTrain
16C_GameRulesProxy
16C_GrenadeHopwire
16C_HalfLife2Proxy
16C_INIT_RandomYaw
16C_MovieExplosion
16C_MultiplayRules
16C_NPC_Vortigaunt
16C_OP_FadeAndKill
16C_OP_MaxVelocity
16C_OP_RandomForce
16C_OP_RemapScalar
16C_OP_VectorNoise
16C_ParticleSystem
16C_PlasmaBeamNode
16C_PlayerResource
16C_PropEnergyBall
16C_RagdollManager
16C_SporeExplosion
16C_SpriteOriented
16C_SpriteRenderer
16C_SunGlowOverlay
16C_TEBeamEntPoint
16C_TEDynamicLight
16C_TEEnergySplash
16C_TempEntsSystem
16C_VoteController
16C_WeaponCrossbow
16C_WeaponGaussGun
16ClientModeShared
16FileWeaponInfo_t
16IClientShadowMgr
16IClientThinkable
16ICommandCallback
16IDataCacheClient
16IEntitySaveUtils
16IInterpolatedVar
16IPredictableList
16IRecipientFilter
17CAvatarImagePanel
17CBaseHudChatEntry
17CCamoTextureRegen
17CChoreoStringPool
17CClientEntityList
17CClientLeafSystem
17CClientSideEffect
17CEntitySpeedProxy
17CExplosionOverlay
17CExponentialProxy
17CFlashlightEffect
17CHudAnimationInfo
17CHudBonusProgress
17CHudPortalCredits
17CHudSecondaryAmmo
17CLCDItemAggregate
17CLessOrEqualProxy
17CLoadingDiscPanel
17CMoveHelperClient
17CParticleProperty
17CPhysicsGameTrace
17CPlayerSpeedProxy
17CPortalRenderable
17CPortalSkyboxView
17CPoseDebuggerImpl
17CPoseDebuggerStub
17CSchemeVisualizer
17CShadowModelProxy
17CTraceFilterChain
17CUtlVectorDataOpsI10CUtlVectorI24SaveRestoreBlockHeader_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorIi10CUtlMemoryIiiEELi5EE
17C_ColorCorrection
17C_Dinosaur_Signal
17C_EntityClassListI13C_PointCameraE
17C_EntityClassListI21C_FuncReflectiveGlassE
17C_EnvScreenEffect
17C_FuncSmokeVolume
17C_LocalTempEntity
17C_OP_DistanceToCP
17C_OP_NoiseEmitter
17C_OP_PositionLock
17C_OP_RenderPoints
17C_PortalGameRules
17C_Portal_Dinosaur
17C_PropCombineBall
17C_RecipientFilter
17C_SingleplayRules
17C_TEArmorRicochet
17C_TEBeamRingPoint
17C_WaterLODControl
17C_WeaponAnnabelle
17C_WeaponPortalgun
17C_WeaponStunStick
17IChoreoStringPool
17IClientEntityList
17IClientLeafSystem
17IClientRenderable
17IMapOverviewPanel
17IPhysicsGameTrace
17IPredictionSystem
17WaterDebrisEffect
17fogplayerparams_t
18CAntlionGibManager
18CBloodSprayEmitter
18CBuildModeNavCombo
18CCamoMaterialProxy
18CCenterStringLabel
18CCollisionProperty
18CCopyableUtlVectorIN18ModelPoseDebugInfo8InfoTextE10CUtlMemoryIS1_iEE
18CDebugOverlayPanel
18CDefSaveRestoreOps
18CEntityRandomProxy
18CExplosionParticle
18CGameClientExports
18CGameEventListener
18CGlowOverlaySystem
18CHudHintKeyDisplay
18CHudNumericDisplay
18CLocalPlayerFilter
18CLocalSpaceEmitter
18CMatrixRotateProxy
18CMessageCharsPanel
18CNewParticleEffect
18CParticleAttractor
18CParticleCollision
18CPortalSWeaponInfo
18CPortalStaticProxy
18CPotteryWheelManip
18CPotteryWheelPanel
18CRagdollEnumerator
18CSimpleGlowEmitter
18CTextureIdProperty
18CTimeMaterialProxy
18CTraceFilterHitAll
18CTraceFilterSimple
18CUniformNoiseProxy
18CVisibleShadowList
18CVortEmissiveProxy
18C_BaseCombatWeapon
18C_BreakableSurface
18C_EnvScreenOverlay
18C_HopwireExplosion
18C_INIT_RandomAlpha
18C_INIT_RandomColor
18C_INIT_RemapScalar
18C_LightGlowOverlay
18C_NPC_AntlionGuard
18C_NPC_RocketTurret
18C_OP_BasicMovement
18C_OP_RenderSprites
18C_OP_VelocityDecay
18C_PortalInitHelper
18C_PropJeepEpisodic
18C_RotorWashEmitter
18C_SlideshowDisplay
18C_SoundscapeSystem
18C_TEEffectDispatch
18C_TEFootprintDecal
18C_TEGaussExplosion
18C_TEParticleSystem
18C_TEProjectedDecal
18C_TEShatterSurface
18C_WeaponBinoculars
18C_WeaponPhysCannon
18C_WeaponPortalBase
18ICurveDataAccessor
18IDebugOverlayPanel
18IGameClientExports
18IModelLoadCallback
18IPanelMetaClassMgr
18IScreenSpaceEffect
18IVoiceStatusHelper
18MenuItemCheckImage
18ThumperDustEmitter
19CAlphaMaterialProxy
19CBoundedCvar_Interp
19CColorCorrectionMgr
19CCombatCharVisCache
19CDetailObjectSystem
19CDummyMaterialProxy
19CFlexAnimationTrack
19CGaussianNoiseProxy
19CHudChatFilterPanel
19CHudDamageIndicator
19CHudHistoryResource
19CHudPortalCrosshair
19CHudWeaponSelection
19CParticleCollection
19CPhysBoxMultiplayer
19CPortalGameMovement
19CPushAwayEnumerator
19CSoundControllerImp
19CSoundEmitterSystem
19CTEParticleRenderer
19CUtlNoEscConversion
19CViewAngleAnimation
19C_EnvParticleScript
19C_FleshEffectTarget
19C_Func_LiquidPortal
19C_HalfLife2Survival
19C_INIT_PositionWarp
19C_INIT_RandomRadius
19C_OP_RemapSpeedtoCP
19C_TEPlayerAnimEvent
19IDecalEmitterSystem
19IDetailObjectSystem
19IGameEventListener2
19IGameSystemPerFrame
19IMultiplayerPhysics
19IPhysicsObjectEvent
19IPrototypeAppEffect
19ITextureRegenerator
19IVPhysicsKeyHandler
19ParticleSphereProxy
1=swap eyes.
1=translate the viewmodel with the head motion.
1ff.
1fff.
1fffff.
1ffffff.
2 - bottom-left
2 - resize down
20.0
2000
200000
2048
20CBaseSimpleCollision
20CBoundedCvar_Predict
20CCopyRecipientFilter
20CDragDropHelperPanel
20CEntityMaterialProxy
20CFlaggedEntitiesEnum
20CHLVoiceStatusHelper
20CHudChatFilterButton
20CMaterialModifyProxy
20CParticleSystemQuery
20CPerfVisualBenchmark
20CPlayerPositionProxy
20CPortalRenderTargets
20CRefCountServiceBaseILb1E6CRefMTE
20CReflectiveGlassView
20CRefractiveGlassView
20CRocketTrailParticle
20CRotationManipulator
20CSaveRestoreBlockSet
20CSceneTokenProcessor
20CToolFrameworkClient
20C_BaseHLCombatWeapon
20C_BaseParticleEntity
20C_EnvPortalPathTrack
20C_HL2PlayerLocalData
20C_INIT_CreateOnModel
20C_INIT_CreationNoise
20C_INIT_RandomYawFlip
20C_InfoLadderDismount
20C_OP_Orient2DRelToCP
20C_OP_OscillateScalar
20C_OP_OscillateVector
20C_OP_RemapCPtoScalar
20C_OP_TwistAroundAxis
20C_PhysPropClientside
20C_TEClientProjectile
20ConVar_ServerBounded
20IChoreoEventCallback
20IClientRenderTargets
20IParticleSystemQuery
20IPartitionEnumerator
20ISaveRestoreBlockSet
20ISceneTokenProcessor
21CAnimatedTextureProxy
21CBaseGameStats_Driver
21CBaseHudChatInputLine
21CClientVirtualReality
21CClient_Precipitation
21CColorVisualizerPanel
21CCommentaryModelPanel
21CFlexSceneFileManager
21CInterpolatedVarArrayI6QAngleLi24EE
21CInterpolatedVarArrayI6VectorLi24EE
21CInterpolatedVarArrayI6VectorLi6EE
21CInterpolatedVarArrayIfLi24EE
21CInterpolatedVarArrayIfLi4EE
21CInterpolatedVarArrayIfLi96EE
21CMultiPlayerAnimState
21CPASAttenuationFilter
21CPanelMetaClassMgrImp
21CPlayerProximityProxy
21CPlayerTeamMatchProxy
21CRagdollLRURetirement
21CTraceFilterWorldOnly
21CTransformManipulator
21CUtlCStringConversion
21CVGuiScreenEnumerator
21CViewportClientSystem
21C_BaseCombatCharacter
21C_BaseEntityClassList
21C_BaseExplosionEffect
21C_EntityParticleTrail
21C_EnvDetailController
21C_EnvHeadcrabCanister
21C_EnvProjectedTexture
21C_FireFromAboveSprite
21C_FuncReflectiveGlass
21C_INIT_PositionOffset
21C_INIT_RandomLifeTime
21C_INIT_RandomRotation
21C_INIT_RandomSequence
21C_INIT_VelocityRandom
21C_InfoOverlayAccessor
21C_NeurotoxinCountdown
21C_OP_ColorInterpolate
21C_OP_PlanarConstraint
21C_PointCommentaryNode
21ClientWorldListInfo_t
21IClientEntityListener
21IClientLeafShadowEnum
21IClientVirtualReality
22CAchievementSaveThread
22CBorderVisualizerPanel
22CBreakableSurfaceProxy
22CClientRenderablesList
22CCommentaryModelViewer
22CConveyorMaterialProxy
22CGeneralRandomRotation
22CParticleEffectBinding
22CPhysObjSaveRestoreOps
22CPixelVisibilitySystem
22CPolyhedron_AllocByNew
22CPolyhedron_TempMemory
22CPortalOpenAmountProxy
22CPortalPlayerAnimState
22CRagdollBoltEnumerator
22CRagdollCollisionRules
22CStudioStatsEnumerator
22CTextureTransformProxy
22CTraceFilterSimpleList
22CWaterLODMaterialProxy
22C_BaseAnimatingOverlay
22C_BaseHLBludgeonWeapon
22C_EnvTonemapController
22C_FuncAreaPortalWindow
22C_INIT_CreateAlongPath
22C_INIT_CreateWithinBox
22C_INIT_InheritVelocity
22C_INIT_RemapCPtoScalar
22C_INIT_RemapCPtoVector
22C_InfoLightingRelative
22C_OP_ConstrainDistance
22C_OP_ContinuousEmitter
22C_OP_ControlpointLight
22C_OP_InterpolateRadius
22C_ParticleSmokeGrenade
22C_PortalGameRulesProxy
22C_PropVehicleDriveable
22C_WaterExplosionEffect
22C_WeaponCitizenPackage
22ClientModePortalNormal
22IPhysicsCollisionEvent
22ISpatialLeafEnumerator
23CAnimateSpecificTexture
23CAutoGameSystemPerFrame
23CBaseGameSystemPerFrame
23CBaseHudWeaponSelection
23CBaseToggleTextureProxy
23CClassPtrSaveRestoreOps
23CClientScoreBoardDialog
23CDataObjectAccessSystem
23CDefaultDataCacheClient
23CEntityDataInstantiatorI10ModelScaleE
23CEntityDataInstantiatorI11touchlink_tE
23CEntityDataInstantiatorI12CWatcherListE
23CEntityDataInstantiatorI12groundlink_tE
23CEntityDataInstantiatorI17physicspushlist_tE
23CEntityDataInstantiatorI18StepSimulationDataE
23CEntityDataInstantiatorI18vphysicsupdateai_tE
23CHeliBladeMaterialProxy
23CManagedDataCacheClientI18AsyncCaptionData_t20asynccaptionparams_tPS0_E
23CNetGraphPanelInterface
23CPhysicsPropMultiplayer
23CSlideshowDisplayScreen
23CTranslationManipulator
23CWaterExplosionParticle
23C_ColorCorrectionVolume
23C_INIT_DistanceToCPInit
23C_INIT_SequenceLifeTime
23C_MaterialModifyControl
23C_OP_DistanceBetweenCPs
23C_OP_RenderSpritesTrail
23C_PortalGhostRenderable
23C_ServerRagdollAttached
23C_TEConcussiveExplosion
23C_VortigauntChargeToken
23C_WeaponCitizenSuitcase
23IClientLeafSystemEngine
23IConCommandBaseAccessor
23IEntityDataInstantiator
23IPartitionQueryCallback
23IPhysSaveRestoreManager
23IPhysicsCollisionSolver
23IReplayScreenshotSystem
24.0
24CBaseClientRenderTargets
24CBoundedCvar_InterpRatio
24CClientLeafSubSystemData
24CDefaultClientRenderable
24CEnginePostMaterialProxy
24CMotionBlurMaterialProxy
24CPolyhedron_LumpedMemory
24CPortalStaticPortalProxy
24CProportionalIntProperty
24CRagdollAnimatedFriction
24CSoundEnvelopeController
24CTeleportCountdownScreen
24C_BasePortalCombatWeapon
24C_Env_Lightrail_Endpoint
24C_FuncPhysicsRespawnZone
24C_HLSelectFireMachineGun
24C_HalfLife2SurvivalProxy
24C_INIT_CreateInHierarchy
24C_INIT_MoveBetweenPoints
24C_INIT_RandomTrailLength
24C_NPC_Portal_FloorTurret
24C_OP_OrientTo2dDirection
24C_PropPortalStatsDisplay
24C_VortigauntEffectDispel
24ISaveRestoreBlockHandler
25.0
255 0 0 0
255 0 0 255
255 220 0 0
255 220 0 160
255 255 255 255
255.0
256.0
25CAddGeneralRandomRotation
25CBaseAnimatedTextureProxy
25CBroadcastRecipientFilter
25CConCommandMemberAccessorI13CBasePresenceE
25CFastDetailLeafSpriteList
25CHudChatFilterCheckButton
25CHudPoisonDamageIndicator
25CHudTextureHandleProperty
25CInterpolatedVarArrayBaseI16C_AnimationLayerLb0EE
25CInterpolatedVarArrayBaseI6QAngleLb0EE
25CInterpolatedVarArrayBaseI6QAngleLb1EE
25CInterpolatedVarArrayBaseI6VectorLb0EE
25CInterpolatedVarArrayBaseI6VectorLb1EE
25CInterpolatedVarArrayBaseIfLb0EE
25CInterpolatedVarArrayBaseIfLb1EE
25CParticleOperatorInstance
25CPortalPickAlphaMaskProxy
25CPortalStatsDisplayScreen
25CScreenSpaceEffectManager
25CSoundPatchSaveRestoreOps
25CTraceFilterSkipClassname
25C_BaseAnimatingGameSystem
25C_INIT_CreateWithinSphere
25C_InfoTeleporterCountdown
25C_MegaBombExplosionEffect
25C_OP_InstantaneousEmitter
25C_OP_WorldTraceConstraint
25C_TEKillPlayerAttachments
25C_TeamplayRoundBasedRules
25EntityParticleTrailInfo_t
25IScreenSpaceEffectManager
26CClientDLLSharedAppSystems
26CEntityOriginMaterialProxy
26CEnvHeadcrabCanisterShared
26CNeurotoxinCountdownScreen
26CPlayerAndObjectEnumerator
26CProportionalFloatProperty
26CSelectFirstIfNonZeroProxy
26CSingleUserRecipientFilter
26CTraceFilterNoNPCsOrPlayer
26C_INIT_RandomRotationSpeed
26C_INIT_RemapScalarToVector
26C_OP_AttractToControlPoint
26C_OP_SetChildControlPoints
26C_OP_VelocityMatchingForce
26C_PropVehicleChoreoGeneric
26IClientDLLSharedAppSystems
26ICommandCompletionCallback
27CAnimatedEntityTextureProxy
27CAnimatedOffsetTextureProxy
27CClientEffectPrecacheSystem
27CDefSaveRestoreBlockHandler
27CDefaultParticleSystemQuery
27CFleshInteriorMaterialProxy
27CParticleOperatorDefinitionI10C_OP_DecayE
27CParticleOperatorDefinitionI10C_OP_NoiseE
27CParticleOperatorDefinitionI11C_OP_FadeInE
27CParticleOperatorDefinitionI12C_OP_FadeOutE
27CParticleOperatorDefinitionI12C_OP_SpinYawE
27CParticleOperatorDefinitionI14C_OP_ModelCullE
27CParticleOperatorDefinitionI14C_OP_PlaneCullE
27CParticleOperatorDefinitionI15C_INIT_AgeNoiseE
27CParticleOperatorDefinitionI15C_OP_DampenToCPE
27CParticleOperatorDefinitionI15C_OP_LockToBoneE
27CParticleOperatorDefinitionI15C_OP_RenderRopeE
27CParticleOperatorDefinitionI15C_OP_SpinUpdateE
27CParticleOperatorDefinitionI16C_INIT_RandomYawE
27CParticleOperatorDefinitionI16C_OP_FadeAndKillE
27CParticleOperatorDefinitionI16C_OP_MaxVelocityE
27CParticleOperatorDefinitionI16C_OP_RandomForceE
27CParticleOperatorDefinitionI16C_OP_RemapScalarE
27CParticleOperatorDefinitionI16C_OP_VectorNoiseE
27CParticleOperatorDefinitionI17C_OP_DistanceToCPE
27CParticleOperatorDefinitionI17C_OP_NoiseEmitterE
27CParticleOperatorDefinitionI17C_OP_PositionLockE
27CParticleOperatorDefinitionI17C_OP_RenderPointsE
27CParticleOperatorDefinitionI18C_INIT_RandomAlphaE
27CParticleOperatorDefinitionI18C_INIT_RandomColorE
27CParticleOperatorDefinitionI18C_INIT_RemapScalarE
27CParticleOperatorDefinitionI18C_OP_BasicMovementE
27CParticleOperatorDefinitionI18C_OP_RenderSpritesE
27CParticleOperatorDefinitionI18C_OP_VelocityDecayE
27CParticleOperatorDefinitionI19C_INIT_PositionWarpE
27CParticleOperatorDefinitionI19C_INIT_RandomRadiusE
27CParticleOperatorDefinitionI19C_OP_RemapSpeedtoCPE
27CParticleOperatorDefinitionI20C_INIT_CreateOnModelE
27CParticleOperatorDefinitionI20C_INIT_CreationNoiseE
27CParticleOperatorDefinitionI20C_INIT_RandomYawFlipE
27CParticleOperatorDefinitionI20C_OP_Orient2DRelToCPE
27CParticleOperatorDefinitionI20C_OP_OscillateScalarE
27CParticleOperatorDefinitionI20C_OP_OscillateVectorE
27CParticleOperatorDefinitionI20C_OP_RemapCPtoScalarE
27CParticleOperatorDefinitionI20C_OP_TwistAroundAxisE
27CParticleOperatorDefinitionI21C_INIT_PositionOffsetE
27CParticleOperatorDefinitionI21C_INIT_RandomLifeTimeE
27CParticleOperatorDefinitionI21C_INIT_RandomRotationE
27CParticleOperatorDefinitionI21C_INIT_RandomSequenceE
27CParticleOperatorDefinitionI21C_INIT_VelocityRandomE
27CParticleOperatorDefinitionI21C_OP_ColorInterpolateE
27CParticleOperatorDefinitionI21C_OP_PlanarConstraintE
27CParticleOperatorDefinitionI22C_INIT_CreateAlongPathE
27CParticleOperatorDefinitionI22C_INIT_CreateWithinBoxE
27CParticleOperatorDefinitionI22C_INIT_InheritVelocityE
27CParticleOperatorDefinitionI22C_INIT_RemapCPtoScalarE
27CParticleOperatorDefinitionI22C_INIT_RemapCPtoVectorE
27CParticleOperatorDefinitionI22C_OP_ConstrainDistanceE
27CParticleOperatorDefinitionI22C_OP_ContinuousEmitterE
27CParticleOperatorDefinitionI22C_OP_ControlpointLightE
27CParticleOperatorDefinitionI22C_OP_InterpolateRadiusE
27CParticleOperatorDefinitionI23C_INIT_DistanceToCPInitE
27CParticleOperatorDefinitionI23C_INIT_SequenceLifeTimeE
27CParticleOperatorDefinitionI23C_OP_DistanceBetweenCPsE
27CParticleOperatorDefinitionI23C_OP_PerParticleEmitterE
27CParticleOperatorDefinitionI23C_OP_RenderSpritesTrailE
27CParticleOperatorDefinitionI24C_INIT_CreateInHierarchyE
27CParticleOperatorDefinitionI24C_INIT_MoveBetweenPointsE
27CParticleOperatorDefinitionI24C_INIT_RandomTrailLengthE
27CParticleOperatorDefinitionI24C_OP_OrientTo2dDirectionE
27CParticleOperatorDefinitionI25C_INIT_CreateWithinSphereE
27CParticleOperatorDefinitionI25C_OP_InstantaneousEmitterE
27CParticleOperatorDefinitionI25C_OP_WorldTraceConstraintE
27CParticleOperatorDefinitionI26C_INIT_RandomRotationSpeedE
27CParticleOperatorDefinitionI26C_INIT_RemapScalarToVectorE
27CParticleOperatorDefinitionI26C_OP_AttractToControlPointE
27CParticleOperatorDefinitionI26C_OP_SetChildControlPointsE
27CParticleOperatorDefinitionI26C_OP_VelocityMatchingForceE
27CParticleOperatorDefinitionI27C_INIT_CreateFromPlaneCacheE
27CParticleOperatorDefinitionI27C_INIT_CreateSequentialPathE
27CParticleOperatorDefinitionI27C_INIT_InitialVelocityNoiseE
27CParticleOperatorDefinitionI27C_INIT_LifespanFromVelocityE
27CParticleOperatorDefinitionI27C_INIT_RandomSecondSequenceE
27CParticleOperatorDefinitionI27C_OP_MaintainSequentialPathE
27CParticleOperatorDefinitionI27C_OP_WorldCollideConstraintE
27CParticleOperatorDefinitionI28C_OP_ConstrainDistanceToPathE
27CParticleOperatorDefinitionI28C_OP_RemapDotProductToScalarE
27CParticleOperatorDefinitionI28C_OP_SetControlPointToCenterE
27CParticleOperatorDefinitionI28C_OP_SetControlPointToPlayerE
27CParticleOperatorDefinitionI29C_OP_SetControlPointPositionsE
27CParticleOperatorDefinitionI31C_INIT_InitialRepulsionVelocityE
27CParticleOperatorDefinitionI31C_OP_RenderScreenVelocityRotateE
27CParticleOperatorDefinitionI32C_INIT_CreateFromParentParticlesE
27CParticleOperatorDefinitionI37C_OP_MovementRotateParticleAroundAxisE
27CParticleOperatorDefinitionI9C_OP_CullE
27CParticleOperatorDefinitionI9C_OP_SpinE
27CPortalRenderable_FlatBasic
27CRagdollExplosionEnumerator
27CTextureScrollMaterialProxy
27CTraceFilterSkipTwoEntities
27C_BaseTeamObjectiveResource
27C_INIT_CreateFromPlaneCache
27C_INIT_CreateSequentialPath
27C_INIT_InitialVelocityNoise
27C_INIT_LifespanFromVelocity
27C_INIT_RandomSecondSequence
27C_OP_MaintainSequentialPath
27C_OP_WorldCollideConstraint
27IParticleOperatorDefinition
28CAsyncCaptionResourceManager
28CMaterialModifyAnimatedProxy
28CPhysSaveRestoreBlockHandler
28CPortalCollideableEnumerator
28C_OP_ConstrainDistanceToPath
28C_OP_RemapDotProductToScalar
28C_OP_SetControlPointToCenter
28C_OP_SetControlPointToPlayer
28C_ParticlePerformanceMonitor
29CTraceFilterWorldAndPropsOnly
29C_OP_SetControlPointPositions
29IHasLocalToGlobalFlexSettings
2<9CMDLPanel
2ACB;M
2E\ftP
2Ot;
2fff.
2ffff.
2fffff.
2ffffff.
3 - bottom-right
3 - down & right
30.0
3000
30000
30CEntityOriginAlyxMaterialProxy
30CEntitySaveRestoreBlockHandler
30CPS_AutoGameSys_EntityListener
30CPortalSimulatorEventCallbacks
30CTraceFilterNoCombatCharacters
30CTraceFilterSkipNPCsAndPlayers
30C_Test_ProxyToggle_Networkable
31CLiquidPortal_InnerLiquidEffect
31CParticleRenderOperatorInstance
31CStaticCollisionPolyhedronCache
31C_INIT_InitialRepulsionVelocity
31C_OP_RenderScreenVelocityRotate
32CDirtySpatialPartitionEntityList
32C_INIT_CreateFromParentParticles
333333
333?
333@
33CEp1IntroVortRefractMaterialProxy
33s?
34CTraceFilterSkipPlayerAndViewModel
3500
35CPortalRenderable_Func_LiquidPortal
35CViewEffectsSaveRestoreBlockHandler
37C_OP_MovementRotateParticleAroundAxis
384.0f
3D Skybox
3D Skybox (portal view)
3D skybox
3\nu3
3\nuL
3\nua
3ff.
3ffff.
3fffff.
3p83P4\t
4.0f
40.0
40CAutoInitFlatBasicPortalDrawingMaterials
40CProportionalIntWithScreenspacePropertyX
40CProportionalIntWithScreenspacePropertyY
45.0
49Hu
4CFPS
4CLCD
4PC9]
4fff.
4fffff.
4ffffff.
5.0f
512.0f
5?33s?
5CSave
5C_Gib
5ISave
5ffff.
60.0
600.0f
64.0
6Beam_t
6C_Team
6ConVar
6IInput
6fff.
6ffff.
6fffff.
6ffffff.
73HV
750.0
7CFXLine
7CFXQuad
7C_Flare
7C_Tesla
7C_World
7Dragger
7IConVar
7IHudLCD
7SHV
7WHV
7[HV
7_HV
7ff.
7fff.
7tUA
817CSolidSetDefaults
8192.0f
8CAmmoDef
8CFmtStrNILi256ELb0EE
8CFunctor
8CHLInput
8CHudAmmo
8CHudChat
8CHudMenu
8CHudZoom
8CLCDItem
8CLCDPage
8CRagdoll
8CRestore
8CUserCmd
8C_Barney
8C_Corpse
8C_Embers
8C_Plasma
8C_Sprite
8C_TEDust
8C_TEFizz
8F;u
8IEffects
8IRagdoll
8IRestore
8IVehicle
8b  16-May-2010
8ff&?
8fffff.
8ffffff.
8sun
9 t\nB
9!t\nB
9"t\nB
9#t\nB
9#ta
9$t\nB
9%t\nB
9&t\nB
9't\nB
9(t\nB
9)t\nB
9*t\nB
90 0 0
90.0
90u\n
912CChoreoEvent
92t\fG
92t\nG
94\nt\f
98t\nB
99t\nB
9:t\fF
9:t\nC
9:tt@
9>t\nC
9@\fu1
9Ahu
9B\ft<C
9B\ftTC
9CAbsProxy
9CAddProxy
9CCallbackI12CAvatarImage20PersonaStateChange_tLb0EE
9CCallbackI19CClientSteamContext23SteamServersConnected_tLb0EE
9CCallbackI19CClientSteamContext26SteamServersDisconnected_tLb0EE
9CCallbackI19CClientSteamContext27SteamServerConnectFailure_tLb0EE
9CClassMap
9CFPSPanel
9CFunctor6IPFviiiibbEiiiibb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEE
9CHLClient
9CHudTrain
9CIntProxy
9CPropData
9CTeamMenu
9CTempEnts
9C\fub
9C_EnvWind
9C_OP_Cull
9C_OP_Spin
9C_PhysBox
9C_Strider
9C_TEDecal
9C_TESmoke
9F }1
9F$t"
9GLu
9H$t,
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9IHasOwner
9IPresence
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9IViewPort
9J0~
9L2\fu
9N u
9N$vz9N@ru
9O(t
9Qx~9
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< not bound >
< unset >
<!-- DMXVersion
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== episode one==
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@piM
A burning player that gibs has burning gibs.
A!;I2
A12CViewEffects
A4;A
A898
A;OP
AB;M
ABC9
ABCDEFGHIJKLMN%sPQRSTUVWXYZabcdefhijklmnopqrstuvwxyz0123456789!@#$%%^&*()-_=+
ABGR8888
ACTOR
ACT_180_LEFT
ACT_180_RIGHT
ACT_90_LEFT
ACT_90_RIGHT
ACT_ARM
ACT_BACKSTAB_VM_DOWN
ACT_BACKSTAB_VM_IDLE
ACT_BACKSTAB_VM_UP
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_CROSSBOW_FIDGET_UNLOADED
ACT_CROSSBOW_IDLE_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_DEEPIDLE1
ACT_DEEPIDLE2
ACT_DEEPIDLE3
ACT_DEEPIDLE4
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_DOD_CROUCHWALK_AIM
ACT_DOD_CROUCHWALK_AIM_30CAL
ACT_DOD_CROUCHWALK_AIM_BAR
ACT_DOD_CROUCHWALK_AIM_BAZOOKA
ACT_DOD_CROUCHWALK_AIM_BOLT
ACT_DOD_CROUCHWALK_AIM_C96
ACT_DOD_CROUCHWALK_AIM_GREASE
ACT_DOD_CROUCHWALK_AIM_GREN_FRAG
ACT_DOD_CROUCHWALK_AIM_GREN_STICK
ACT_DOD_CROUCHWALK_AIM_KNIFE
ACT_DOD_CROUCHWALK_AIM_MG
ACT_DOD_CROUCHWALK_AIM_MP40
ACT_DOD_CROUCHWALK_AIM_MP44
ACT_DOD_CROUCHWALK_AIM_PISTOL
ACT_DOD_CROUCHWALK_AIM_PSCHRECK
ACT_DOD_CROUCHWALK_AIM_RIFLE
ACT_DOD_CROUCHWALK_AIM_SPADE
ACT_DOD_CROUCHWALK_AIM_TOMMY
ACT_DOD_CROUCHWALK_IDLE
ACT_DOD_CROUCHWALK_IDLE_30CAL
ACT_DOD_CROUCHWALK_IDLE_BAR
ACT_DOD_CROUCHWALK_IDLE_BAZOOKA
ACT_DOD_CROUCHWALK_IDLE_BOLT
ACT_DOD_CROUCHWALK_IDLE_C96
ACT_DOD_CROUCHWALK_IDLE_GREASE
ACT_DOD_CROUCHWALK_IDLE_MG
ACT_DOD_CROUCHWALK_IDLE_MP40
ACT_DOD_CROUCHWALK_IDLE_MP44
ACT_DOD_CROUCHWALK_IDLE_PISTOL
ACT_DOD_CROUCHWALK_IDLE_PSCHRECK
ACT_DOD_CROUCHWALK_IDLE_RIFLE
ACT_DOD_CROUCHWALK_IDLE_TNT
ACT_DOD_CROUCHWALK_IDLE_TOMMY
ACT_DOD_CROUCHWALK_ZOOMED
ACT_DOD_CROUCHWALK_ZOOM_BAZOOKA
ACT_DOD_CROUCHWALK_ZOOM_BOLT
ACT_DOD_CROUCHWALK_ZOOM_PSCHRECK
ACT_DOD_CROUCHWALK_ZOOM_RIFLE
ACT_DOD_CROUCH_AIM
ACT_DOD_CROUCH_AIM_30CAL
ACT_DOD_CROUCH_AIM_BAR
ACT_DOD_CROUCH_AIM_BAZOOKA
ACT_DOD_CROUCH_AIM_BOLT
ACT_DOD_CROUCH_AIM_C96
ACT_DOD_CROUCH_AIM_GREASE
ACT_DOD_CROUCH_AIM_GREN_FRAG
ACT_DOD_CROUCH_AIM_GREN_STICK
ACT_DOD_CROUCH_AIM_KNIFE
ACT_DOD_CROUCH_AIM_MG
ACT_DOD_CROUCH_AIM_MP40
ACT_DOD_CROUCH_AIM_MP44
ACT_DOD_CROUCH_AIM_PISTOL
ACT_DOD_CROUCH_AIM_PSCHRECK
ACT_DOD_CROUCH_AIM_RIFLE
ACT_DOD_CROUCH_AIM_SPADE
ACT_DOD_CROUCH_AIM_TOMMY
ACT_DOD_CROUCH_IDLE
ACT_DOD_CROUCH_IDLE_30CAL
ACT_DOD_CROUCH_IDLE_BAR
ACT_DOD_CROUCH_IDLE_BAZOOKA
ACT_DOD_CROUCH_IDLE_BOLT
ACT_DOD_CROUCH_IDLE_C96
ACT_DOD_CROUCH_IDLE_GREASE
ACT_DOD_CROUCH_IDLE_MG
ACT_DOD_CROUCH_IDLE_MP40
ACT_DOD_CROUCH_IDLE_MP44
ACT_DOD_CROUCH_IDLE_PISTOL
ACT_DOD_CROUCH_IDLE_PSCHRECK
ACT_DOD_CROUCH_IDLE_RIFLE
ACT_DOD_CROUCH_IDLE_TNT
ACT_DOD_CROUCH_IDLE_TOMMY
ACT_DOD_CROUCH_ZOOMED
ACT_DOD_CROUCH_ZOOM_BAZOOKA
ACT_DOD_CROUCH_ZOOM_BOLT
ACT_DOD_CROUCH_ZOOM_PSCHRECK
ACT_DOD_CROUCH_ZOOM_RIFLE
ACT_DOD_DEFUSE_TNT
ACT_DOD_DEPLOYED
ACT_DOD_DEPLOY_30CAL
ACT_DOD_DEPLOY_MG
ACT_DOD_DEPLOY_RIFLE
ACT_DOD_DEPLOY_TOMMY
ACT_DOD_HS_CROUCH
ACT_DOD_HS_CROUCH_30CAL
ACT_DOD_HS_CROUCH_BAZOOKA
ACT_DOD_HS_CROUCH_K98
ACT_DOD_HS_CROUCH_KNIFE
ACT_DOD_HS_CROUCH_MG42
ACT_DOD_HS_CROUCH_MP44
ACT_DOD_HS_CROUCH_PISTOL
ACT_DOD_HS_CROUCH_PSCHRECK
ACT_DOD_HS_CROUCH_STICKGRENADE
ACT_DOD_HS_CROUCH_TOMMY
ACT_DOD_HS_IDLE
ACT_DOD_HS_IDLE_30CAL
ACT_DOD_HS_IDLE_BAZOOKA
ACT_DOD_HS_IDLE_K98
ACT_DOD_HS_IDLE_KNIFE
ACT_DOD_HS_IDLE_MG42
ACT_DOD_HS_IDLE_MP44
ACT_DOD_HS_IDLE_PISTOL
ACT_DOD_HS_IDLE_PSCHRECK
ACT_DOD_HS_IDLE_STICKGRENADE
ACT_DOD_HS_IDLE_TOMMY
ACT_DOD_IDLE_ZOOMED
ACT_DOD_PLANT_TNT
ACT_DOD_PRIMARYATTACK_30CAL
ACT_DOD_PRIMARYATTACK_BAR
ACT_DOD_PRIMARYATTACK_BAZOOKA
ACT_DOD_PRIMARYATTACK_BOLT
ACT_DOD_PRIMARYATTACK_C96
ACT_DOD_PRIMARYATTACK_CROUCH
ACT_DOD_PRIMARYATTACK_CROUCH_GREN_FRAG
ACT_DOD_PRIMARYATTACK_CROUCH_GREN_STICK
ACT_DOD_PRIMARYATTACK_CROUCH_KNIFE
ACT_DOD_PRIMARYATTACK_CROUCH_SPADE
ACT_DOD_PRIMARYATTACK_DEPLOYED
ACT_DOD_PRIMARYATTACK_DEPLOYED_30CAL
ACT_DOD_PRIMARYATTACK_DEPLOYED_MG
ACT_DOD_PRIMARYATTACK_DEPLOYED_RIFLE
ACT_DOD_PRIMARYATTACK_GREASE
ACT_DOD_PRIMARYATTACK_GREN_FRAG
ACT_DOD_PRIMARYATTACK_GREN_STICK
ACT_DOD_PRIMARYATTACK_KNIFE
ACT_DOD_PRIMARYATTACK_MG
ACT_DOD_PRIMARYATTACK_MP40
ACT_DOD_PRIMARYATTACK_MP44
ACT_DOD_PRIMARYATTACK_PISTOL
ACT_DOD_PRIMARYATTACK_PRONE
ACT_DOD_PRIMARYATTACK_PRONE_30CAL
ACT_DOD_PRIMARYATTACK_PRONE_BAR
ACT_DOD_PRIMARYATTACK_PRONE_BAZOOKA
ACT_DOD_PRIMARYATTACK_PRONE_BOLT
ACT_DOD_PRIMARYATTACK_PRONE_C96
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_30CAL
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_MG
ACT_DOD_PRIMARYATTACK_PRONE_DEPLOYED_RIFLE
ACT_DOD_PRIMARYATTACK_PRONE_GREASE
ACT_DOD_PRIMARYATTACK_PRONE_GREN_FRAG
ACT_DOD_PRIMARYATTACK_PRONE_GREN_STICK
ACT_DOD_PRIMARYATTACK_PRONE_KNIFE
ACT_DOD_PRIMARYATTACK_PRONE_MG
ACT_DOD_PRIMARYATTACK_PRONE_MP40
ACT_DOD_PRIMARYATTACK_PRONE_MP44
ACT_DOD_PRIMARYATTACK_PRONE_PISTOL
ACT_DOD_PRIMARYATTACK_PRONE_PSCHRECK
ACT_DOD_PRIMARYATTACK_PRONE_RIFLE
ACT_DOD_PRIMARYATTACK_PRONE_SPADE
ACT_DOD_PRIMARYATTACK_PRONE_TOMMY
ACT_DOD_PRIMARYATTACK_PSCHRECK
ACT_DOD_PRIMARYATTACK_RIFLE
ACT_DOD_PRIMARYATTACK_SPADE
ACT_DOD_PRIMARYATTACK_TOMMY
ACT_DOD_PRONEWALK_AIM_GREN_FRAG
ACT_DOD_PRONEWALK_AIM_GREN_STICK
ACT_DOD_PRONEWALK_AIM_KNIFE
ACT_DOD_PRONEWALK_AIM_SPADE
ACT_DOD_PRONEWALK_IDLE_30CAL
ACT_DOD_PRONEWALK_IDLE_BAR
ACT_DOD_PRONEWALK_IDLE_BAZOOKA
ACT_DOD_PRONEWALK_IDLE_BOLT
ACT_DOD_PRONEWALK_IDLE_C96
ACT_DOD_PRONEWALK_IDLE_GREASE
ACT_DOD_PRONEWALK_IDLE_MG
ACT_DOD_PRONEWALK_IDLE_MP40
ACT_DOD_PRONEWALK_IDLE_MP44
ACT_DOD_PRONEWALK_IDLE_PISTOL
ACT_DOD_PRONEWALK_IDLE_PSCHRECK
ACT_DOD_PRONEWALK_IDLE_RIFLE
ACT_DOD_PRONEWALK_IDLE_TNT
ACT_DOD_PRONEWALK_IDLE_TOMMY
ACT_DOD_PRONE_AIM_30CAL
ACT_DOD_PRONE_AIM_BAR
ACT_DOD_PRONE_AIM_BAZOOKA
ACT_DOD_PRONE_AIM_BOLT
ACT_DOD_PRONE_AIM_C96
ACT_DOD_PRONE_AIM_GREASE
ACT_DOD_PRONE_AIM_GREN_FRAG
ACT_DOD_PRONE_AIM_GREN_STICK
ACT_DOD_PRONE_AIM_KNIFE
ACT_DOD_PRONE_AIM_MG
ACT_DOD_PRONE_AIM_MP40
ACT_DOD_PRONE_AIM_MP44
ACT_DOD_PRONE_AIM_PISTOL
ACT_DOD_PRONE_AIM_PSCHRECK
ACT_DOD_PRONE_AIM_RIFLE
ACT_DOD_PRONE_AIM_SPADE
ACT_DOD_PRONE_AIM_TOMMY
ACT_DOD_PRONE_DEPLOYED
ACT_DOD_PRONE_DEPLOY_30CAL
ACT_DOD_PRONE_DEPLOY_MG
ACT_DOD_PRONE_DEPLOY_RIFLE
ACT_DOD_PRONE_DEPLOY_TOMMY
ACT_DOD_PRONE_FORWARD_ZOOMED
ACT_DOD_PRONE_ZOOMED
ACT_DOD_PRONE_ZOOM_BAZOOKA
ACT_DOD_PRONE_ZOOM_BOLT
ACT_DOD_PRONE_ZOOM_FORWARD_BAZOOKA
ACT_DOD_PRONE_ZOOM_FORWARD_BOLT
ACT_DOD_PRONE_ZOOM_FORWARD_PSCHRECK
ACT_DOD_PRONE_ZOOM_FORWARD_RIFLE
ACT_DOD_PRONE_ZOOM_PSCHRECK
ACT_DOD_PRONE_ZOOM_RIFLE
ACT_DOD_RELOAD_BAR
ACT_DOD_RELOAD_BAZOOKA
ACT_DOD_RELOAD_BOLT
ACT_DOD_RELOAD_C96
ACT_DOD_RELOAD_CROUCH
ACT_DOD_RELOAD_CROUCH_BAR
ACT_DOD_RELOAD_CROUCH_BAZOOKA
ACT_DOD_RELOAD_CROUCH_BOLT
ACT_DOD_RELOAD_CROUCH_C96
ACT_DOD_RELOAD_CROUCH_M1CARBINE
ACT_DOD_RELOAD_CROUCH_MP40
ACT_DOD_RELOAD_CROUCH_MP44
ACT_DOD_RELOAD_CROUCH_PISTOL
ACT_DOD_RELOAD_CROUCH_PSCHRECK
ACT_DOD_RELOAD_CROUCH_RIFLE
ACT_DOD_RELOAD_CROUCH_RIFLEGRENADE
ACT_DOD_RELOAD_CROUCH_TOMMY
ACT_DOD_RELOAD_DEPLOYED
ACT_DOD_RELOAD_DEPLOYED_30CAL
ACT_DOD_RELOAD_DEPLOYED_BAR
ACT_DOD_RELOAD_DEPLOYED_FG42
ACT_DOD_RELOAD_DEPLOYED_MG
ACT_DOD_RELOAD_DEPLOYED_MG34
ACT_DOD_RELOAD_FG42
ACT_DOD_RELOAD_GARAND
ACT_DOD_RELOAD_GREASEGUN
ACT_DOD_RELOAD_K43
ACT_DOD_RELOAD_M1CARBINE
ACT_DOD_RELOAD_MP40
ACT_DOD_RELOAD_MP44
ACT_DOD_RELOAD_PISTOL
ACT_DOD_RELOAD_PRONE
ACT_DOD_RELOAD_PRONE_BAR
ACT_DOD_RELOAD_PRONE_BAZOOKA
ACT_DOD_RELOAD_PRONE_BOLT
ACT_DOD_RELOAD_PRONE_C96
ACT_DOD_RELOAD_PRONE_DEPLOYED
ACT_DOD_RELOAD_PRONE_DEPLOYED_30CAL
ACT_DOD_RELOAD_PRONE_DEPLOYED_BAR
ACT_DOD_RELOAD_PRONE_DEPLOYED_FG42
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG
ACT_DOD_RELOAD_PRONE_DEPLOYED_MG34
ACT_DOD_RELOAD_PRONE_FG42
ACT_DOD_RELOAD_PRONE_GARAND
ACT_DOD_RELOAD_PRONE_GREASEGUN
ACT_DOD_RELOAD_PRONE_K43
ACT_DOD_RELOAD_PRONE_M1CARBINE
ACT_DOD_RELOAD_PRONE_MP40
ACT_DOD_RELOAD_PRONE_MP44
ACT_DOD_RELOAD_PRONE_PISTOL
ACT_DOD_RELOAD_PRONE_PSCHRECK
ACT_DOD_RELOAD_PRONE_RIFLE
ACT_DOD_RELOAD_PRONE_RIFLEGRENADE
ACT_DOD_RELOAD_PRONE_TOMMY
ACT_DOD_RELOAD_PSCHRECK
ACT_DOD_RELOAD_RIFLE
ACT_DOD_RELOAD_RIFLEGRENADE
ACT_DOD_RELOAD_TOMMY
ACT_DOD_RUN_AIM
ACT_DOD_RUN_AIM_30CAL
ACT_DOD_RUN_AIM_BAR
ACT_DOD_RUN_AIM_BAZOOKA
ACT_DOD_RUN_AIM_BOLT
ACT_DOD_RUN_AIM_C96
ACT_DOD_RUN_AIM_GREASE
ACT_DOD_RUN_AIM_GREN_FRAG
ACT_DOD_RUN_AIM_GREN_STICK
ACT_DOD_RUN_AIM_KNIFE
ACT_DOD_RUN_AIM_MG
ACT_DOD_RUN_AIM_MP40
ACT_DOD_RUN_AIM_MP44
ACT_DOD_RUN_AIM_PISTOL
ACT_DOD_RUN_AIM_PSCHRECK
ACT_DOD_RUN_AIM_RIFLE
ACT_DOD_RUN_AIM_SPADE
ACT_DOD_RUN_AIM_TOMMY
ACT_DOD_RUN_IDLE
ACT_DOD_RUN_IDLE_30CAL
ACT_DOD_RUN_IDLE_BAR
ACT_DOD_RUN_IDLE_BAZOOKA
ACT_DOD_RUN_IDLE_BOLT
ACT_DOD_RUN_IDLE_C96
ACT_DOD_RUN_IDLE_GREASE
ACT_DOD_RUN_IDLE_MG
ACT_DOD_RUN_IDLE_MP40
ACT_DOD_RUN_IDLE_MP44
ACT_DOD_RUN_IDLE_PISTOL
ACT_DOD_RUN_IDLE_PSCHRECK
ACT_DOD_RUN_IDLE_RIFLE
ACT_DOD_RUN_IDLE_TNT
ACT_DOD_RUN_IDLE_TOMMY
ACT_DOD_RUN_ZOOM_BAZOOKA
ACT_DOD_RUN_ZOOM_BOLT
ACT_DOD_RUN_ZOOM_PSCHRECK
ACT_DOD_RUN_ZOOM_RIFLE
ACT_DOD_SECONDARYATTACK_BOLT
ACT_DOD_SECONDARYATTACK_CROUCH
ACT_DOD_SECONDARYATTACK_CROUCH_MP40
ACT_DOD_SECONDARYATTACK_CROUCH_TOMMY
ACT_DOD_SECONDARYATTACK_MP40
ACT_DOD_SECONDARYATTACK_PRONE
ACT_DOD_SECONDARYATTACK_PRONE_BOLT
ACT_DOD_SECONDARYATTACK_PRONE_MP40
ACT_DOD_SECONDARYATTACK_PRONE_RIFLE
ACT_DOD_SECONDARYATTACK_PRONE_TOMMY
ACT_DOD_SECONDARYATTACK_RIFLE
ACT_DOD_SECONDARYATTACK_TOMMY
ACT_DOD_SPRINT_AIM_GREN_FRAG
ACT_DOD_SPRINT_AIM_GREN_STICK
ACT_DOD_SPRINT_AIM_KNIFE
ACT_DOD_SPRINT_AIM_SPADE
ACT_DOD_SPRINT_IDLE_30CAL
ACT_DOD_SPRINT_IDLE_BAR
ACT_DOD_SPRINT_IDLE_BAZOOKA
ACT_DOD_SPRINT_IDLE_BOLT
ACT_DOD_SPRINT_IDLE_C96
ACT_DOD_SPRINT_IDLE_GREASE
ACT_DOD_SPRINT_IDLE_MG
ACT_DOD_SPRINT_IDLE_MP40
ACT_DOD_SPRINT_IDLE_MP44
ACT_DOD_SPRINT_IDLE_PISTOL
ACT_DOD_SPRINT_IDLE_PSCHRECK
ACT_DOD_SPRINT_IDLE_RIFLE
ACT_DOD_SPRINT_IDLE_TNT
ACT_DOD_SPRINT_IDLE_TOMMY
ACT_DOD_STAND_AIM
ACT_DOD_STAND_AIM_30CAL
ACT_DOD_STAND_AIM_BAR
ACT_DOD_STAND_AIM_BAZOOKA
ACT_DOD_STAND_AIM_BOLT
ACT_DOD_STAND_AIM_C96
ACT_DOD_STAND_AIM_GREASE
ACT_DOD_STAND_AIM_GREN_FRAG
ACT_DOD_STAND_AIM_GREN_STICK
ACT_DOD_STAND_AIM_KNIFE
ACT_DOD_STAND_AIM_MG
ACT_DOD_STAND_AIM_MP40
ACT_DOD_STAND_AIM_MP44
ACT_DOD_STAND_AIM_PISTOL
ACT_DOD_STAND_AIM_PSCHRECK
ACT_DOD_STAND_AIM_RIFLE
ACT_DOD_STAND_AIM_SPADE
ACT_DOD_STAND_AIM_TOMMY
ACT_DOD_STAND_IDLE
ACT_DOD_STAND_IDLE_30CAL
ACT_DOD_STAND_IDLE_BAR
ACT_DOD_STAND_IDLE_BAZOOKA
ACT_DOD_STAND_IDLE_BOLT
ACT_DOD_STAND_IDLE_C96
ACT_DOD_STAND_IDLE_GREASE
ACT_DOD_STAND_IDLE_MG
ACT_DOD_STAND_IDLE_MP40
ACT_DOD_STAND_IDLE_MP44
ACT_DOD_STAND_IDLE_PISTOL
ACT_DOD_STAND_IDLE_PSCHRECK
ACT_DOD_STAND_IDLE_RIFLE
ACT_DOD_STAND_IDLE_TNT
ACT_DOD_STAND_IDLE_TOMMY
ACT_DOD_STAND_ZOOM_BAZOOKA
ACT_DOD_STAND_ZOOM_BOLT
ACT_DOD_STAND_ZOOM_PSCHRECK
ACT_DOD_STAND_ZOOM_RIFLE
ACT_DOD_WALK_AIM
ACT_DOD_WALK_AIM_30CAL
ACT_DOD_WALK_AIM_BAR
ACT_DOD_WALK_AIM_BAZOOKA
ACT_DOD_WALK_AIM_BOLT
ACT_DOD_WALK_AIM_C96
ACT_DOD_WALK_AIM_GREASE
ACT_DOD_WALK_AIM_GREN_FRAG
ACT_DOD_WALK_AIM_GREN_STICK
ACT_DOD_WALK_AIM_KNIFE
ACT_DOD_WALK_AIM_MG
ACT_DOD_WALK_AIM_MP40
ACT_DOD_WALK_AIM_MP44
ACT_DOD_WALK_AIM_PISTOL
ACT_DOD_WALK_AIM_PSCHRECK
ACT_DOD_WALK_AIM_RIFLE
ACT_DOD_WALK_AIM_SPADE
ACT_DOD_WALK_AIM_TOMMY
ACT_DOD_WALK_IDLE
ACT_DOD_WALK_IDLE_30CAL
ACT_DOD_WALK_IDLE_BAR
ACT_DOD_WALK_IDLE_BAZOOKA
ACT_DOD_WALK_IDLE_BOLT
ACT_DOD_WALK_IDLE_C96
ACT_DOD_WALK_IDLE_GREASE
ACT_DOD_WALK_IDLE_MG
ACT_DOD_WALK_IDLE_MP40
ACT_DOD_WALK_IDLE_MP44
ACT_DOD_WALK_IDLE_PISTOL
ACT_DOD_WALK_IDLE_PSCHRECK
ACT_DOD_WALK_IDLE_RIFLE
ACT_DOD_WALK_IDLE_TNT
ACT_DOD_WALK_IDLE_TOMMY
ACT_DOD_WALK_ZOOMED
ACT_DOD_WALK_ZOOM_BAZOOKA
ACT_DOD_WALK_ZOOM_BOLT
ACT_DOD_WALK_ZOOM_PSCHRECK
ACT_DOD_WALK_ZOOM_RIFLE
ACT_DOD_ZOOMLOAD_BAZOOKA
ACT_DOD_ZOOMLOAD_PRONE_BAZOOKA
ACT_DOD_ZOOMLOAD_PRONE_PSCHRECK
ACT_DOD_ZOOMLOAD_PSCHRECK
ACT_DO_NOT_DISTURB
ACT_DROP_WEAPON
ACT_DROP_WEAPON_SHOTGUN
ACT_DUCK_DODGE
ACT_DYINGLOOP
ACT_DYINGTODEAD
ACT_ENGINEER_BLD_VM_DRAW
ACT_ENGINEER_BLD_VM_IDLE
ACT_ENGINEER_PDA1_VM_DRAW
ACT_ENGINEER_PDA1_VM_IDLE
ACT_ENGINEER_PDA2_VM_DRAW
ACT_ENGINEER_PDA2_VM_IDLE
ACT_FIRE_END
ACT_FIRE_LOOP
ACT_FIRE_START
ACT_FISTS_VM_DRAW
ACT_FISTS_VM_HITLEFT
ACT_FISTS_VM_HITRIGHT
ACT_FISTS_VM_IDLE
ACT_FISTS_VM_SWINGHARD
ACT_FLINCH_CHEST
ACT_FLINCH_HEAD
ACT_FLINCH_LEFTARM
ACT_FLINCH_LEFTLEG
ACT_FLINCH_PHYSICS
ACT_FLINCH_RIGHTARM
ACT_FLINCH_RIGHTLEG
ACT_FLINCH_STOMACH
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_GET_DOWN_CROUCH
ACT_GET_DOWN_STAND
ACT_GET_UP_CROUCH
ACT_GET_UP_STAND
ACT_GLIDE
ACT_GLOCK_SHOOTEMPTY
ACT_GLOCK_SHOOT_RELOAD
ACT_GRENADE_ROLL
ACT_GRENADE_TOSS
ACT_HANDGRENADE_THROW1
ACT_HANDGRENADE_THROW2
ACT_HANDGRENADE_THROW3
ACT_HL2MP_GESTURE_RANGE_ATTACK
ACT_HL2MP_GESTURE_RANGE_ATTACK_AR2
ACT_HL2MP_GESTURE_RANGE_ATTACK_CROSSBOW
ACT_HL2MP_GESTURE_RANGE_ATTACK_GRENADE
ACT_HL2MP_GESTURE_RANGE_ATTACK_MELEE
ACT_HL2MP_GESTURE_RANGE_ATTACK_PHYSGUN
ACT_HL2MP_GESTURE_RANGE_ATTACK_PISTOL
ACT_HL2MP_GESTURE_RANGE_ATTACK_RPG
ACT_HL2MP_GESTURE_RANGE_ATTACK_SHOTGUN
ACT_HL2MP_GESTURE_RANGE_ATTACK_SLAM
ACT_HL2MP_GESTURE_RANGE_ATTACK_SMG1
ACT_HL2MP_GESTURE_RELOAD
ACT_HL2MP_GESTURE_RELOAD_AR2
ACT_HL2MP_GESTURE_RELOAD_CROSSBOW
ACT_HL2MP_GESTURE_RELOAD_GRENADE
ACT_HL2MP_GESTURE_RELOAD_MELEE
ACT_HL2MP_GESTURE_RELOAD_PHYSGUN
ACT_HL2MP_GESTURE_RELOAD_PISTOL
ACT_HL2MP_GESTURE_RELOAD_RPG
ACT_HL2MP_GESTURE_RELOAD_SHOTGUN
ACT_HL2MP_GESTURE_RELOAD_SLAM
ACT_HL2MP_GESTURE_RELOAD_SMG1
ACT_HL2MP_IDLE
ACT_HL2MP_IDLE_AR2
ACT_HL2MP_IDLE_CROSSBOW
ACT_HL2MP_IDLE_CROUCH
ACT_HL2MP_IDLE_CROUCH_AR2
ACT_HL2MP_IDLE_CROUCH_CROSSBOW
ACT_HL2MP_IDLE_CROUCH_GRENADE
ACT_HL2MP_IDLE_CROUCH_MELEE
ACT_HL2MP_IDLE_CROUCH_PHYSGUN
ACT_HL2MP_IDLE_CROUCH_PISTOL
ACT_HL2MP_IDLE_CROUCH_RPG
ACT_HL2MP_IDLE_CROUCH_SHOTGUN
ACT_HL2MP_IDLE_CROUCH_SLAM
ACT_HL2MP_IDLE_CROUCH_SMG1
ACT_HL2MP_IDLE_GRENADE
ACT_HL2MP_IDLE_MELEE
ACT_HL2MP_IDLE_PHYSGUN
ACT_HL2MP_IDLE_PISTOL
ACT_HL2MP_IDLE_RPG
ACT_HL2MP_IDLE_SHOTGUN
ACT_HL2MP_IDLE_SLAM
ACT_HL2MP_IDLE_SMG1
ACT_HL2MP_JUMP
ACT_HL2MP_JUMP_AR2
ACT_HL2MP_JUMP_CROSSBOW
ACT_HL2MP_JUMP_GRENADE
ACT_HL2MP_JUMP_MELEE
ACT_HL2MP_JUMP_PHYSGUN
ACT_HL2MP_JUMP_PISTOL
ACT_HL2MP_JUMP_RPG
ACT_HL2MP_JUMP_SHOTGUN
ACT_HL2MP_JUMP_SLAM
ACT_HL2MP_JUMP_SMG1
ACT_HL2MP_RUN
ACT_HL2MP_RUN_AR2
ACT_HL2MP_RUN_CROSSBOW
ACT_HL2MP_RUN_GRENADE
ACT_HL2MP_RUN_MELEE
ACT_HL2MP_RUN_PHYSGUN
ACT_HL2MP_RUN_PISTOL
ACT_HL2MP_RUN_RPG
ACT_HL2MP_RUN_SHOTGUN
ACT_HL2MP_RUN_SLAM
ACT_HL2MP_RUN_SMG1
ACT_HL2MP_WALK_CROUCH
ACT_HL2MP_WALK_CROUCH_AR2
ACT_HL2MP_WALK_CROUCH_CROSSBOW
ACT_HL2MP_WALK_CROUCH_GRENADE
ACT_HL2MP_WALK_CROUCH_MELEE
ACT_HL2MP_WALK_CROUCH_PHYSGUN
ACT_HL2MP_WALK_CROUCH_PISTOL
ACT_HL2MP_WALK_CROUCH_RPG
ACT_HL2MP_WALK_CROUCH_SHOTGUN
ACT_HL2MP_WALK_CROUCH_SLAM
ACT_HL2MP_WALK_CROUCH_SMG1
ACT_HOP
ACT_HOVER
ACT_IDLE
ACT_IDLETORUN
ACT_IDLE_AGITATED
ACT_IDLE_AIM_AGITATED
ACT_IDLE_AIM_RELAXED
ACT_IDLE_AIM_RIFLE_STIMULATED
ACT_IDLE_AIM_STEALTH
ACT_IDLE_AIM_STIMULATED
ACT_IDLE_ANGRY
ACT_IDLE_ANGRY_MELEE
ACT_IDLE_ANGRY_PISTOL
ACT_IDLE_ANGRY_RPG
ACT_IDLE_ANGRY_SHOTGUN
ACT_IDLE_ANGRY_SMG1
ACT_IDLE_CARRY
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_AGITATED
ACT_IDLE_SHOTGUN_RELAXED
ACT_IDLE_SHOTGUN_STIMULATED
ACT_IDLE_SMG1
ACT_IDLE_SMG1_RELAXED
ACT_IDLE_SMG1_STIMULATED
ACT_IDLE_STEALTH
ACT_IDLE_STEALTH_PISTOL
ACT_IDLE_STIMULATED
ACT_IDLE_SUITCASE
ACT_ITEM1_ATTACK_CROUCH_POSTFIRE
ACT_ITEM1_ATTACK_CROUCH_PREFIRE
ACT_ITEM1_ATTACK_STAND_POSTFIRE
ACT_ITEM1_ATTACK_STAND_PREFIRE
ACT_ITEM1_ATTACK_STAND_STARTFIRE
ACT_ITEM1_ATTACK_SWIM_POSTFIRE
ACT_ITEM1_ATTACK_SWIM_PREFIRE
ACT_ITEM1_BACKSTAB_VM_DOWN
ACT_ITEM1_BACKSTAB_VM_IDLE
ACT_ITEM1_BACKSTAB_VM_UP
ACT_ITEM1_RELOAD_FINISH
ACT_ITEM1_RELOAD_START
ACT_ITEM1_VM_DRAW
ACT_ITEM1_VM_DRYFIRE
ACT_ITEM1_VM_HITCENTER
ACT_ITEM1_VM_HOLSTER
ACT_ITEM1_VM_IDLE
ACT_ITEM1_VM_IDLE_2
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_ITEM1_VM_SWINGHARD
ACT_ITEM2_ATTACK_CROUCH_POSTFIRE
ACT_ITEM2_ATTACK_CROUCH_PREFIRE
ACT_ITEM2_ATTACK_STAND_POSTFIRE
ACT_ITEM2_ATTACK_STAND_PREFIRE
ACT_ITEM2_ATTACK_STAND_STARTFIRE
ACT_ITEM2_ATTACK_SWIM_POSTFIRE
ACT_ITEM2_ATTACK_SWIM_PREFIRE
ACT_ITEM2_BACKSTAB_VM_DOWN
ACT_ITEM2_BACKSTAB_VM_IDLE
ACT_ITEM2_BACKSTAB_VM_UP
ACT_ITEM2_VM_CHARGE
ACT_ITEM2_VM_CHARGE_IDLE_3
ACT_ITEM2_VM_DRAW
ACT_ITEM2_VM_DRYFIRE
ACT_ITEM2_VM_HITCENTER
ACT_ITEM2_VM_HOLSTER
ACT_ITEM2_VM_IDLE
ACT_ITEM2_VM_IDLE_2
ACT_ITEM2_VM_IDLE_3
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_ITEM2_VM_SWINGHARD
ACT_ITEM3_VM_CHARGE
ACT_ITEM3_VM_CHARGE_IDLE_3
ACT_ITEM3_VM_DRAW
ACT_ITEM3_VM_DRYFIRE
ACT_ITEM3_VM_HITCENTER
ACT_ITEM3_VM_HOLSTER
ACT_ITEM3_VM_IDLE
ACT_ITEM3_VM_IDLE_2
ACT_ITEM3_VM_IDLE_3
ACT_ITEM3_VM_IDLE_LOWERED
ACT_ITEM3_VM_IDLE_TO_LOWERED
ACT_ITEM3_VM_LOWERED_TO_IDLE
ACT_ITEM3_VM_PRIMARYATTACK
ACT_ITEM3_VM_PULLBACK
ACT_ITEM3_VM_RELOAD
ACT_ITEM3_VM_SECONDARYATTACK
ACT_ITEM3_VM_SWINGHARD
ACT_JUMP
ACT_LAND
ACT_LEAP
ACT_LOOKBACK_LEFT
ACT_LOOKBACK_RIGHT
ACT_MELEE_ALLCLASS_VM_DRAW
ACT_MELEE_ALLCLASS_VM_DRYFIRE
ACT_MELEE_ALLCLASS_VM_HITCENTER
ACT_MELEE_ALLCLASS_VM_HOLSTER
ACT_MELEE_ALLCLASS_VM_IDLE
ACT_MELEE_ALLCLASS_VM_IDLE_LOWERED
ACT_MELEE_ALLCLASS_VM_IDLE_TO_LOWERED
ACT_MELEE_ALLCLASS_VM_LOWERED_TO_IDLE
ACT_MELEE_ALLCLASS_VM_PRIMARYATTACK
ACT_MELEE_ALLCLASS_VM_PULLBACK
ACT_MELEE_ALLCLASS_VM_RELOAD
ACT_MELEE_ALLCLASS_VM_SECONDARYATTACK
ACT_MELEE_ALLCLASS_VM_STUN
ACT_MELEE_ALLCLASS_VM_SWINGHARD
ACT_MELEE_ATTACK1
ACT_MELEE_ATTACK2
ACT_MELEE_ATTACK_CROUCH_POSTFIRE
ACT_MELEE_ATTACK_CROUCH_PREFIRE
ACT_MELEE_ATTACK_STAND_POSTFIRE
ACT_MELEE_ATTACK_STAND_PREFIRE
ACT_MELEE_ATTACK_STAND_STARTFIRE
ACT_MELEE_ATTACK_SWIM_POSTFIRE
ACT_MELEE_ATTACK_SWIM_PREFIRE
ACT_MELEE_ATTACK_SWING
ACT_MELEE_ATTACK_SWING_GESTURE
ACT_MELEE_VM_DRAW
ACT_MELEE_VM_DRYFIRE
ACT_MELEE_VM_HITCENTER
ACT_MELEE_VM_HOLSTER
ACT_MELEE_VM_IDLE
ACT_MELEE_VM_IDLE_LOWERED
ACT_MELEE_VM_IDLE_TO_LOWERED
ACT_MELEE_VM_ITEM1_STUN
ACT_MELEE_VM_ITEM2_STUN
ACT_MELEE_VM_LOWERED_TO_IDLE
ACT_MELEE_VM_PRIMARYATTACK
ACT_MELEE_VM_PULLBACK
ACT_MELEE_VM_RELOAD
ACT_MELEE_VM_SECONDARYATTACK
ACT_MELEE_VM_STUN
ACT_MELEE_VM_SWINGHARD
ACT_MP_AIRWALK
ACT_MP_AIRWALK_BUILDING
ACT_MP_AIRWALK_BUILDING_DEPLOYED
ACT_MP_AIRWALK_ITEM1
ACT_MP_AIRWALK_ITEM2
ACT_MP_AIRWALK_LOSERSTATE
ACT_MP_AIRWALK_MELEE
ACT_MP_AIRWALK_MELEE_ALLCLASS
ACT_MP_AIRWALK_PDA
ACT_MP_AIRWALK_PRIMARY
ACT_MP_AIRWALK_SECONDARY
ACT_MP_AIRWALK_SECONDARY2
ACT_MP_ATTACK_AIRWALK_BUILDING
ACT_MP_ATTACK_AIRWALK_BUILDING_DEPLOYED
ACT_MP_ATTACK_AIRWALK_GRENADE
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING
ACT_MP_ATTACK_AIRWALK_GRENADE_BUILDING_DEPLOYED
ACT_MP_ATTACK_AIRWALK_GRENADE_ITEM2
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_MELEE_ALLCLASS
ACT_MP_ATTACK_AIRWALK_PRIMARY
ACT_MP_ATTACK_AIRWALK_PRIMARYFIRE
ACT_MP_ATTACK_AIRWALK_SECONDARY
ACT_MP_ATTACK_AIRWALK_SECONDARY2
ACT_MP_ATTACK_AIRWALK_SECONDARYFIRE
ACT_MP_ATTACK_CROUCH_BUILDING
ACT_MP_ATTACK_CROUCH_BUILDING_DEPLOYED
ACT_MP_ATTACK_CROUCH_GRENADE
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING
ACT_MP_ATTACK_CROUCH_GRENADE_BUILDING_DEPLOYED
ACT_MP_ATTACK_CROUCH_GRENADE_ITEM2
ACT_MP_ATTACK_CROUCH_GRENADE_MELEE
ACT_MP_ATTACK_CROUCH_GRENADE_PRIMARY
ACT_MP_ATTACK_CROUCH_GRENADE_SECONDARY
ACT_MP_ATTACK_CROUCH_HARD_ITEM2
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_ALLCLASS
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY
ACT_MP_ATTACK_CROUCH_MELEE_SECONDARY_ALLCLASS
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_ALT
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM1
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM2
ACT_MP_ATTACK_CROUCH_PRIMARY_SUPER
ACT_MP_ATTACK_CROUCH_SECONDARY
ACT_MP_ATTACK_CROUCH_SECONDARY2
ACT_MP_ATTACK_CROUCH_SECONDARYFIRE
ACT_MP_ATTACK_STAND_BUILDING
ACT_MP_ATTACK_STAND_BUILDING_DEPLOYED
ACT_MP_ATTACK_STAND_GRENADE
ACT_MP_ATTACK_STAND_GRENADE_BUILDING
ACT_MP_ATTACK_STAND_GRENADE_BUILDING_DEPLOYED
ACT_MP_ATTACK_STAND_GRENADE_ITEM2
ACT_MP_ATTACK_STAND_GRENADE_MELEE
ACT_MP_ATTACK_STAND_GRENADE_PRIMARY
ACT_MP_ATTACK_STAND_GRENADE_SECONDARY
ACT_MP_ATTACK_STAND_HARD_ITEM2
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_ALLCLASS
ACT_MP_ATTACK_STAND_MELEE_SECONDARY
ACT_MP_ATTACK_STAND_MELEE_SECONDARY_ALLCLASS
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_ALT
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM1
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM2
ACT_MP_ATTACK_STAND_PRIMARY_SUPER
ACT_MP_ATTACK_STAND_SECONDARY
ACT_MP_ATTACK_STAND_SECONDARY2
ACT_MP_ATTACK_STAND_SECONDARYFIRE
ACT_MP_ATTACK_STAND_STARTFIRE
ACT_MP_ATTACK_SWIM_BUILDING
ACT_MP_ATTACK_SWIM_BUILDING_DEPLOYED
ACT_MP_ATTACK_SWIM_GRENADE
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING
ACT_MP_ATTACK_SWIM_GRENADE_BUILDING_DEPLOYED
ACT_MP_ATTACK_SWIM_GRENADE_ITEM2
ACT_MP_ATTACK_SWIM_GRENADE_MELEE
ACT_MP_ATTACK_SWIM_GRENADE_PRIMARY
ACT_MP_ATTACK_SWIM_GRENADE_SECONDARY
ACT_MP_ATTACK_SWIM_HARD_ITEM2
ACT_MP_ATTACK_SWIM_ITEM1
ACT_MP_ATTACK_SWIM_ITEM2
ACT_MP_ATTACK_SWIM_MELEE
ACT_MP_ATTACK_SWIM_MELEE_ALLCLASS
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_PRIMARY_ALT
ACT_MP_ATTACK_SWIM_PRIMARY_SUPER
ACT_MP_ATTACK_SWIM_SECONDARY
ACT_MP_ATTACK_SWIM_SECONDARY2
ACT_MP_ATTACK_SWIM_SECONDARYFIRE
ACT_MP_CROUCHWALK
ACT_MP_CROUCHWALK_BUILDING
ACT_MP_CROUCHWALK_BUILDING_DEPLOYED
ACT_MP_CROUCHWALK_DEPLOYED
ACT_MP_CROUCHWALK_DEPLOYED_ITEM1
ACT_MP_CROUCHWALK_DEPLOYED_ITEM2
ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY
ACT_MP_CROUCHWALK_ITEM1
ACT_MP_CROUCHWALK_ITEM2
ACT_MP_CROUCHWALK_LOSERSTATE
ACT_MP_CROUCHWALK_MELEE
ACT_MP_CROUCHWALK_MELEE_ALLCLASS
ACT_MP_CROUCHWALK_PDA
ACT_MP_CROUCHWALK_PRIMARY
ACT_MP_CROUCHWALK_SECONDARY
ACT_MP_CROUCHWALK_SECONDARY2
ACT_MP_CROUCH_BUILDING
ACT_MP_CROUCH_BUILDING_DEPLOYED
ACT_MP_CROUCH_DEPLOYED
ACT_MP_CROUCH_DEPLOYED_IDLE
ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM1
ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM2
ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY
ACT_MP_CROUCH_IDLE
ACT_MP_CROUCH_ITEM1
ACT_MP_CROUCH_ITEM2
ACT_MP_CROUCH_LOSERSTATE
ACT_MP_CROUCH_MELEE
ACT_MP_CROUCH_MELEE_ALLCLASS
ACT_MP_CROUCH_PDA
ACT_MP_CROUCH_PRIMARY
ACT_MP_CROUCH_SECONDARY
ACT_MP_CROUCH_SECONDARY2
ACT_MP_DEPLOYED
ACT_MP_DEPLOYED_IDLE
ACT_MP_DEPLOYED_IDLE_ITEM1
ACT_MP_DEPLOYED_IDLE_ITEM2
ACT_MP_DEPLOYED_ITEM1
ACT_MP_DEPLOYED_ITEM2
ACT_MP_DEPLOYED_PRIMARY
ACT_MP_DOUBLEJUMP
ACT_MP_DOUBLEJUMP_CROUCH
ACT_MP_DOUBLEJUMP_CROUCH_ITEM1
ACT_MP_DOUBLEJUMP_CROUCH_ITEM2
ACT_MP_DOUBLEJUMP_CROUCH_LOSERSTATE
ACT_MP_DOUBLEJUMP_CROUCH_MELEE
ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY
ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY
ACT_MP_DOUBLEJUMP_LOSERSTATE
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_BUILDING_DEPLOYED
ACT_MP_JUMP_FLOAT
ACT_MP_JUMP_FLOAT_BOMB
ACT_MP_JUMP_FLOAT_BUILDING
ACT_MP_JUMP_FLOAT_BUILDING_DEPLOYED
ACT_MP_JUMP_FLOAT_ITEM1
ACT_MP_JUMP_FLOAT_ITEM2
ACT_MP_JUMP_FLOAT_LOSERSTATE
ACT_MP_JUMP_FLOAT_MELEE
ACT_MP_JUMP_FLOAT_MELEE_ALLCLASS
ACT_MP_JUMP_FLOAT_PDA
ACT_MP_JUMP_FLOAT_PRIMARY
ACT_MP_JUMP_FLOAT_SECONDARY
ACT_MP_JUMP_FLOAT_SECONDARY2
ACT_MP_JUMP_ITEM1
ACT_MP_JUMP_ITEM2
ACT_MP_JUMP_LAND
ACT_MP_JUMP_LAND_BOMB
ACT_MP_JUMP_LAND_BUILDING
ACT_MP_JUMP_LAND_BUILDING_DEPLOYED
ACT_MP_JUMP_LAND_ITEM1
ACT_MP_JUMP_LAND_ITEM2
ACT_MP_JUMP_LAND_LOSERSTATE
ACT_MP_JUMP_LAND_MELEE
ACT_MP_JUMP_LAND_MELEE_ALLCLASS
ACT_MP_JUMP_LAND_PDA
ACT_MP_JUMP_LAND_PRIMARY
ACT_MP_JUMP_LAND_SECONDARY
ACT_MP_JUMP_LAND_SECONDARY2
ACT_MP_JUMP_LOSERSTATE
ACT_MP_JUMP_MELEE
ACT_MP_JUMP_MELEE_ALLCLASS
ACT_MP_JUMP_PDA
ACT_MP_JUMP_PRIMARY
ACT_MP_JUMP_SECONDARY
ACT_MP_JUMP_SECONDARY2
ACT_MP_JUMP_START
ACT_MP_JUMP_START_BOMB
ACT_MP_JUMP_START_BUILDING
ACT_MP_JUMP_START_BUILDING_DEPLOYED
ACT_MP_JUMP_START_ITEM1
ACT_MP_JUMP_START_ITEM2
ACT_MP_JUMP_START_LOSERSTATE
ACT_MP_JUMP_START_MELEE
ACT_MP_JUMP_START_MELEE_ALLCLASS
ACT_MP_JUMP_START_PDA
ACT_MP_JUMP_START_PRIMARY
ACT_MP_JUMP_START_SECONDARY
ACT_MP_JUMP_START_SECONDARY2
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_ITEM2
ACT_MP_RELOAD_AIRWALK_ITEM2_END
ACT_MP_RELOAD_AIRWALK_ITEM2_LOOP
ACT_MP_RELOAD_AIRWALK_LOOP
ACT_MP_RELOAD_AIRWALK_PRIMARY
ACT_MP_RELOAD_AIRWALK_PRIMARY3
ACT_MP_RELOAD_AIRWALK_PRIMARY3_END
ACT_MP_RELOAD_AIRWALK_PRIMARY3_LOOP
ACT_MP_RELOAD_AIRWALK_PRIMARY_2
ACT_MP_RELOAD_AIRWALK_PRIMARY_ALT
ACT_MP_RELOAD_AIRWALK_PRIMARY_END
ACT_MP_RELOAD_AIRWALK_PRIMARY_END_2
ACT_MP_RELOAD_AIRWALK_PRIMARY_END_ALT
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_2
ACT_MP_RELOAD_AIRWALK_PRIMARY_LOOP_ALT
ACT_MP_RELOAD_AIRWALK_SECONDARY
ACT_MP_RELOAD_AIRWALK_SECONDARY2
ACT_MP_RELOAD_AIRWALK_SECONDARY2_END
ACT_MP_RELOAD_AIRWALK_SECONDARY2_LOOP
ACT_MP_RELOAD_AIRWALK_SECONDARY_2
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_ITEM2
ACT_MP_RELOAD_CROUCH_ITEM2_END
ACT_MP_RELOAD_CROUCH_ITEM2_LOOP
ACT_MP_RELOAD_CROUCH_LOOP
ACT_MP_RELOAD_CROUCH_PRIMARY
ACT_MP_RELOAD_CROUCH_PRIMARY3
ACT_MP_RELOAD_CROUCH_PRIMARY3_END
ACT_MP_RELOAD_CROUCH_PRIMARY3_LOOP
ACT_MP_RELOAD_CROUCH_PRIMARY_2
ACT_MP_RELOAD_CROUCH_PRIMARY_ALT
ACT_MP_RELOAD_CROUCH_PRIMARY_END
ACT_MP_RELOAD_CROUCH_PRIMARY_END_2
ACT_MP_RELOAD_CROUCH_PRIMARY_END_ALT
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_2
ACT_MP_RELOAD_CROUCH_PRIMARY_LOOP_ALT
ACT_MP_RELOAD_CROUCH_SECONDARY
ACT_MP_RELOAD_CROUCH_SECONDARY2
ACT_MP_RELOAD_CROUCH_SECONDARY2_END
ACT_MP_RELOAD_CROUCH_SECONDARY2_LOOP
ACT_MP_RELOAD_CROUCH_SECONDARY_2
ACT_MP_RELOAD_CROUCH_SECONDARY_END
ACT_MP_RELOAD_CROUCH_SECONDARY_LOOP
ACT_MP_RELOAD_NO_AMMO_ITEM2
ACT_MP_RELOAD_STAND
ACT_MP_RELOAD_STAND_END
ACT_MP_RELOAD_STAND_ITEM2
ACT_MP_RELOAD_STAND_ITEM2_END
ACT_MP_RELOAD_STAND_ITEM2_LOOP
ACT_MP_RELOAD_STAND_LOOP
ACT_MP_RELOAD_STAND_PRIMARY
ACT_MP_RELOAD_STAND_PRIMARY3
ACT_MP_RELOAD_STAND_PRIMARY3_END
ACT_MP_RELOAD_STAND_PRIMARY3_LOOP
ACT_MP_RELOAD_STAND_PRIMARY_2
ACT_MP_RELOAD_STAND_PRIMARY_ALT
ACT_MP_RELOAD_STAND_PRIMARY_END
ACT_MP_RELOAD_STAND_PRIMARY_END_2
ACT_MP_RELOAD_STAND_PRIMARY_END_ALT
ACT_MP_RELOAD_STAND_PRIMARY_LOOP
ACT_MP_RELOAD_STAND_PRIMARY_LOOP_2
ACT_MP_RELOAD_STAND_PRIMARY_LOOP_ALT
ACT_MP_RELOAD_STAND_SECONDARY
ACT_MP_RELOAD_STAND_SECONDARY2
ACT_MP_RELOAD_STAND_SECONDARY2_END
ACT_MP_RELOAD_STAND_SECONDARY2_LOOP
ACT_MP_RELOAD_STAND_SECONDARY_2
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_ITEM2
ACT_MP_RELOAD_SWIM_ITEM2_END
ACT_MP_RELOAD_SWIM_ITEM2_LOOP
ACT_MP_RELOAD_SWIM_LOOP
ACT_MP_RELOAD_SWIM_PRIMARY
ACT_MP_RELOAD_SWIM_PRIMARY3
ACT_MP_RELOAD_SWIM_PRIMARY_2
ACT_MP_RELOAD_SWIM_PRIMARY_ALT
ACT_MP_RELOAD_SWIM_PRIMARY_END
ACT_MP_RELOAD_SWIM_PRIMARY_END_2
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP
ACT_MP_RELOAD_SWIM_PRIMARY_LOOP_2
ACT_MP_RELOAD_SWIM_SECONDARY
ACT_MP_RELOAD_SWIM_SECONDARY2
ACT_MP_RELOAD_SWIM_SECONDARY2_END
ACT_MP_RELOAD_SWIM_SECONDARY2_LOOP
ACT_MP_RELOAD_SWIM_SECONDARY_2
ACT_MP_RELOAD_SWIM_SECONDARY_END
ACT_MP_RELOAD_SWIM_SECONDARY_LOOP
ACT_MP_RUN
ACT_MP_RUN_BOMB
ACT_MP_RUN_BUILDING
ACT_MP_RUN_BUILDING_DEPLOYED
ACT_MP_RUN_ITEM1
ACT_MP_RUN_ITEM2
ACT_MP_RUN_LOSERSTATE
ACT_MP_RUN_MELEE
ACT_MP_RUN_MELEE_ALLCLASS
ACT_MP_RUN_PDA
ACT_MP_RUN_PRIMARY
ACT_MP_RUN_SECONDARY
ACT_MP_RUN_SECONDARY2
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_BOMB
ACT_MP_STAND_BUILDING
ACT_MP_STAND_BUILDING_DEPLOYED
ACT_MP_STAND_IDLE
ACT_MP_STAND_ITEM1
ACT_MP_STAND_ITEM2
ACT_MP_STAND_LOSERSTATE
ACT_MP_STAND_MELEE
ACT_MP_STAND_MELEE_ALLCLASS
ACT_MP_STAND_PDA
ACT_MP_STAND_PRIMARY
ACT_MP_STAND_SECONDARY
ACT_MP_STAND_SECONDARY2
ACT_MP_STUN_BEGIN
ACT_MP_STUN_END
ACT_MP_STUN_MIDDLE
ACT_MP_SWIM
ACT_MP_SWIM_BOMB
ACT_MP_SWIM_BUILDING
ACT_MP_SWIM_BUILDING_DEPLOYED
ACT_MP_SWIM_DEPLOYED
ACT_MP_SWIM_DEPLOYED_PRIMARY
ACT_MP_SWIM_ITEM1
ACT_MP_SWIM_ITEM2
ACT_MP_SWIM_LOSERSTATE
ACT_MP_SWIM_MELEE
ACT_MP_SWIM_MELEE_ALLCLASS
ACT_MP_SWIM_PDA
ACT_MP_SWIM_PRIMARY
ACT_MP_SWIM_SECONDARY
ACT_MP_SWIM_SECONDARY2
ACT_MP_THROW
ACT_MP_VCD
ACT_MP_WALK
ACT_MP_WALK_BUILDING
ACT_MP_WALK_BUILDING_DEPLOYED
ACT_MP_WALK_ITEM1
ACT_MP_WALK_ITEM2
ACT_MP_WALK_LOSERSTATE
ACT_MP_WALK_MELEE
ACT_MP_WALK_MELEE_ALLCLASS
ACT_MP_WALK_PDA
ACT_MP_WALK_PRIMARY
ACT_MP_WALK_SECONDARY
ACT_MP_WALK_SECONDARY2
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_PRIMARY_ATTACK_CROUCH_POSTFIRE
ACT_PRIMARY_ATTACK_CROUCH_PREFIRE
ACT_PRIMARY_ATTACK_STAND_POSTFIRE
ACT_PRIMARY_ATTACK_STAND_PREFIRE
ACT_PRIMARY_ATTACK_STAND_STARTFIRE
ACT_PRIMARY_ATTACK_SWIM_POSTFIRE
ACT_PRIMARY_ATTACK_SWIM_PREFIRE
ACT_PRIMARY_RELOAD_FINISH
ACT_PRIMARY_RELOAD_FINISH_2
ACT_PRIMARY_RELOAD_FINISH_3
ACT_PRIMARY_RELOAD_START
ACT_PRIMARY_RELOAD_START_2
ACT_PRIMARY_RELOAD_START_3
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_PRIMARYATTACK_3
ACT_PRIMARY_VM_PULLBACK
ACT_PRIMARY_VM_RELOAD
ACT_PRIMARY_VM_RELOAD_2
ACT_PRIMARY_VM_RELOAD_3
ACT_PRIMARY_VM_SECONDARYATTACK
ACT_PRONE_FORWARD
ACT_PRONE_IDLE
ACT_RANGE_AIM_AR2_LOW
ACT_RANGE_AIM_LOW
ACT_RANGE_AIM_PISTOL_LOW
ACT_RANGE_AIM_SMG1_LOW
ACT_RANGE_ATTACK1
ACT_RANGE_ATTACK1_LOW
ACT_RANGE_ATTACK2
ACT_RANGE_ATTACK2_LOW
ACT_RANGE_ATTACK_AR1
ACT_RANGE_ATTACK_AR2
ACT_RANGE_ATTACK_AR2_GRENADE
ACT_RANGE_ATTACK_AR2_LOW
ACT_RANGE_ATTACK_HMG1
ACT_RANGE_ATTACK_ML
ACT_RANGE_ATTACK_PISTOL
ACT_RANGE_ATTACK_PISTOL_LOW
ACT_RANGE_ATTACK_RPG
ACT_RANGE_ATTACK_SHOTGUN
ACT_RANGE_ATTACK_SHOTGUN_LOW
ACT_RANGE_ATTACK_SLAM
ACT_RANGE_ATTACK_SMG1
ACT_RANGE_ATTACK_SMG1_LOW
ACT_RANGE_ATTACK_SMG2
ACT_RANGE_ATTACK_SNIPER_RIFLE
ACT_RANGE_ATTACK_THROW
ACT_RANGE_ATTACK_TRIPWIRE
ACT_RAPPEL_LOOP
ACT_READINESS_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_AGITATED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED
ACT_READINESS_PISTOL_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_PISTOL_STIMULATED_TO_RELAXED
ACT_READINESS_RELAXED_TO_STIMULATED
ACT_READINESS_RELAXED_TO_STIMULATED_WALK
ACT_READINESS_STIMULATED_TO_RELAXED
ACT_RELOAD
ACT_RELOAD_FINISH
ACT_RELOAD_LOW
ACT_RELOAD_PISTOL
ACT_RELOAD_PISTOL_LOW
ACT_RELOAD_SHOTGUN
ACT_RELOAD_SHOTGUN_LOW
ACT_RELOAD_SMG1
ACT_RELOAD_SMG1_LOW
ACT_RELOAD_START
ACT_RESET
ACT_RIDE_MANNED_GUN
ACT_ROLL_LEFT
ACT_ROLL_RIGHT
ACT_RPG_DRAW_UNLOADED
ACT_RPG_FIDGET_UNLOADED
ACT_RPG_HOLSTER_UNLOADED
ACT_RPG_IDLE_UNLOADED
ACT_RUN
ACT_RUNTOIDLE
ACT_RUN_AGITATED
ACT_RUN_AIM
ACT_RUN_AIM_AGITATED
ACT_RUN_AIM_PISTOL
ACT_RUN_AIM_RELAXED
ACT_RUN_AIM_RIFLE
ACT_RUN_AIM_RIFLE_STIMULATED
ACT_RUN_AIM_SHOTGUN
ACT_RUN_AIM_STEALTH
ACT_RUN_AIM_STEALTH_PISTOL
ACT_RUN_AIM_STIMULATED
ACT_RUN_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_SECONDARY2_RELOAD_FINISH
ACT_SECONDARY2_RELOAD_START
ACT_SECONDARY2_VM_DRAW
ACT_SECONDARY2_VM_DRYFIRE
ACT_SECONDARY2_VM_HOLSTER
ACT_SECONDARY2_VM_IDLE
ACT_SECONDARY2_VM_IDLE_LOWERED
ACT_SECONDARY2_VM_IDLE_TO_LOWERED
ACT_SECONDARY2_VM_LOWERED_TO_IDLE
ACT_SECONDARY2_VM_PRIMARYATTACK
ACT_SECONDARY2_VM_PULLBACK
ACT_SECONDARY2_VM_RELOAD
ACT_SECONDARY2_VM_RELOAD2
ACT_SECONDARY2_VM_SECONDARY2ATTACK
ACT_SECONDARY_ATTACK_CROUCH_POSTFIRE
ACT_SECONDARY_ATTACK_CROUCH_PREFIRE
ACT_SECONDARY_ATTACK_STAND_POSTFIRE
ACT_SECONDARY_ATTACK_STAND_PREFIRE
ACT_SECONDARY_ATTACK_STAND_STARTFIRE
ACT_SECONDARY_ATTACK_SWIM_POSTFIRE
ACT_SECONDARY_ATTACK_SWIM_PREFIRE
ACT_SECONDARY_RELOAD_FINISH
ACT_SECONDARY_RELOAD_START
ACT_SECONDARY_VM_DRAW
ACT_SECONDARY_VM_DRAW_2
ACT_SECONDARY_VM_DRYFIRE
ACT_SECONDARY_VM_HOLSTER
ACT_SECONDARY_VM_IDLE
ACT_SECONDARY_VM_IDLE_2
ACT_SECONDARY_VM_IDLE_LOWERED
ACT_SECONDARY_VM_IDLE_TO_LOWERED
ACT_SECONDARY_VM_LOWERED_TO_IDLE
ACT_SECONDARY_VM_PRIMARYATTACK
ACT_SECONDARY_VM_PRIMARYATTACK_2
ACT_SECONDARY_VM_PULLBACK
ACT_SECONDARY_VM_RELOAD
ACT_SECONDARY_VM_RELOAD2
ACT_SECONDARY_VM_RELOAD_2
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_IDLE4
ACT_SHOTGUN_IDLE_DEEP
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_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_SPELL_VM_ARM
ACT_SPELL_VM_DRAW
ACT_SPELL_VM_FIRE
ACT_SPELL_VM_IDLE
ACT_SPRINT
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_THROWABLE_VM_DRAW
ACT_THROWABLE_VM_FIRE
ACT_THROWABLE_VM_IDLE
ACT_TRANSITION
ACT_TRIPMINE_GROUND
ACT_TRIPMINE_WORLD
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_DEPLOY
ACT_VM_DEPLOY_1
ACT_VM_DEPLOY_2
ACT_VM_DEPLOY_3
ACT_VM_DEPLOY_4
ACT_VM_DEPLOY_5
ACT_VM_DEPLOY_6
ACT_VM_DEPLOY_7
ACT_VM_DEPLOY_8
ACT_VM_DEPLOY_EMPTY
ACT_VM_DETACH_SILENCER
ACT_VM_DRAW
ACT_VM_DRAW_DEPLOYED
ACT_VM_DRAW_EMPTY
ACT_VM_DRAW_QRL
ACT_VM_DRAW_SILENCED
ACT_VM_DRAW_SPECIAL
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_HITCENTER_SPECIAL
ACT_VM_HITLEFT
ACT_VM_HITLEFT2
ACT_VM_HITRIGHT
ACT_VM_HITRIGHT2
ACT_VM_HOLSTER
ACT_VM_HOLSTER_SPECIAL
ACT_VM_IDLE
ACT_VM_IDLE_1
ACT_VM_IDLE_2
ACT_VM_IDLE_3
ACT_VM_IDLE_4
ACT_VM_IDLE_5
ACT_VM_IDLE_6
ACT_VM_IDLE_7
ACT_VM_IDLE_8
ACT_VM_IDLE_DEPLOYED
ACT_VM_IDLE_DEPLOYED_1
ACT_VM_IDLE_DEPLOYED_2
ACT_VM_IDLE_DEPLOYED_3
ACT_VM_IDLE_DEPLOYED_4
ACT_VM_IDLE_DEPLOYED_5
ACT_VM_IDLE_DEPLOYED_6
ACT_VM_IDLE_DEPLOYED_7
ACT_VM_IDLE_DEPLOYED_8
ACT_VM_IDLE_DEPLOYED_EMPTY
ACT_VM_IDLE_EMPTY
ACT_VM_IDLE_EMPTY_LEFT
ACT_VM_IDLE_LOWERED
ACT_VM_IDLE_LOWERED_SPECIAL
ACT_VM_IDLE_QRL
ACT_VM_IDLE_SILENCED
ACT_VM_IDLE_SPECIAL
ACT_VM_IDLE_TO_LOWERED
ACT_VM_IDLE_TO_LOWERED_SPECIAL
ACT_VM_LOWERED_TO_IDLE
ACT_VM_LOWERED_TO_IDLE_SPECIAL
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_1
ACT_VM_PRIMARYATTACK_2
ACT_VM_PRIMARYATTACK_3
ACT_VM_PRIMARYATTACK_4
ACT_VM_PRIMARYATTACK_5
ACT_VM_PRIMARYATTACK_6
ACT_VM_PRIMARYATTACK_7
ACT_VM_PRIMARYATTACK_8
ACT_VM_PRIMARYATTACK_DEPLOYED
ACT_VM_PRIMARYATTACK_DEPLOYED_1
ACT_VM_PRIMARYATTACK_DEPLOYED_2
ACT_VM_PRIMARYATTACK_DEPLOYED_3
ACT_VM_PRIMARYATTACK_DEPLOYED_4
ACT_VM_PRIMARYATTACK_DEPLOYED_5
ACT_VM_PRIMARYATTACK_DEPLOYED_6
ACT_VM_PRIMARYATTACK_DEPLOYED_7
ACT_VM_PRIMARYATTACK_DEPLOYED_8
ACT_VM_PRIMARYATTACK_DEPLOYED_EMPTY
ACT_VM_PRIMARYATTACK_EMPTY
ACT_VM_PRIMARYATTACK_QRL
ACT_VM_PRIMARYATTACK_SILENCED
ACT_VM_PRIMARYATTACK_SPECIAL
ACT_VM_PULLBACK
ACT_VM_PULLBACK_HIGH
ACT_VM_PULLBACK_LOW
ACT_VM_PULLBACK_QRL
ACT_VM_PULLBACK_SPECIAL
ACT_VM_PULLPIN
ACT_VM_RECOIL1
ACT_VM_RECOIL2
ACT_VM_RECOIL3
ACT_VM_RELEASE
ACT_VM_RELOAD
ACT_VM_RELOAD_DEPLOYED
ACT_VM_RELOAD_EMPTY
ACT_VM_RELOAD_FINISH
ACT_VM_RELOAD_FINISH_QRL
ACT_VM_RELOAD_IDLE
ACT_VM_RELOAD_QRL
ACT_VM_RELOAD_SILENCED
ACT_VM_RELOAD_START
ACT_VM_RELOAD_START_QRL
ACT_VM_SECONDARYATTACK
ACT_VM_SECONDARYATTACK_SPECIAL
ACT_VM_SPRINT_ENTER
ACT_VM_SPRINT_IDLE
ACT_VM_SPRINT_LEAVE
ACT_VM_SWINGHARD
ACT_VM_SWINGHARD_SPECIAL
ACT_VM_SWINGHIT
ACT_VM_SWINGMISS
ACT_VM_THROW
ACT_VM_UNDEPLOY
ACT_VM_UNDEPLOY_1
ACT_VM_UNDEPLOY_2
ACT_VM_UNDEPLOY_3
ACT_VM_UNDEPLOY_4
ACT_VM_UNDEPLOY_5
ACT_VM_UNDEPLOY_6
ACT_VM_UNDEPLOY_7
ACT_VM_UNDEPLOY_8
ACT_VM_UNDEPLOY_EMPTY
ACT_VM_UNUSABLE
ACT_VM_UNUSABLE_TO_USABLE
ACT_VM_USABLE_TO_UNUSABLE
ACT_WALK
ACT_WALK_AGITATED
ACT_WALK_AIM
ACT_WALK_AIM_AGITATED
ACT_WALK_AIM_PISTOL
ACT_WALK_AIM_RELAXED
ACT_WALK_AIM_RIFLE
ACT_WALK_AIM_RIFLE_STIMULATED
ACT_WALK_AIM_SHOTGUN
ACT_WALK_AIM_STEALTH
ACT_WALK_AIM_STEALTH_PISTOL
ACT_WALK_AIM_STIMULATED
ACT_WALK_ANGRY
ACT_WALK_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
AE_AMMOCRATE_PICKUP_AMMO
AE_CLIENT_EFFECT_ATTACH
AE_CL_BODYGROUP_SET_VALUE
AE_CL_BODYGROUP_SET_VALUE_CMODEL_WPN
AE_CL_CREATE_PARTICLE_EFFECT
AE_CL_DISABLE_BODYGROUP
AE_CL_ENABLE_BODYGROUP
AE_CL_PLAYSOUND
AE_CL_STOPSOUND
AE_EMPTY
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_START_SCRIPTED_EFFECT
AE_STOP_SCRIPTED_EFFECT
AE_SV_DUSTTRAIL
AE_SV_PLAYSOUND
AE_THUMPER_THUMP
AE_WPN_HIDE
AE_WPN_INCREMENTAMMO
AE_WPN_PLAYWPNSOUND
AE_WPN_PRIMARYATTACK
AE_WPN_UNHIDE
AIWalkable
AJ;U
AJ;u
ALIGN_TYPE is wrong, please fix
AR2AltFire
AR2Explosion
AR2Impact
AR2Tracer
ARGB8888
ASCII conversion buffer too small
ATI1N
ATI2N
ATI_DST16
ATI_DST24
Abs_IMaterialProxy003
Absolute Value
Accel
Accelerate
AchievementEvent
AchievementNotificationPanel
AchievementSaveThread
ActivateItem
Ad0u"
Add this amount to a particle effect's bbox in the leaf system so if it's growing slowly, it won't have to be reinserted as often.
AddAnimation
AddDataChangeEvent
AddMultiDamage:  g_MultiDamage.GetDamageForce() == vec3_origin\n
AddMultiDamage:  g_MultiDamage.GetDamagePosition() == vec3_origin\n
Add_IMaterialProxy003
Additional mouse sensitivity scale factor applied when FOV is zoomed in.
Adobe APP14 marker: version %d, flags 0x%04x 0x%04x, transform %d
Advanced Joystick settings initialized\n
Afffff.
Affffff.
After this amount of time of standing in place but aiming to one side, go ahead and move feet to face upper body.
After this many seconds of being basically stationary, the ragdoll will go to sleep.
Ah0u"
Ahd=<c]^7if1Rjg
AirboatGun
AirboatGunHeavyTracer
AirboatGunImpact
AirboatGunTracer
AirboatMuzzleFlash
AllocGroundLink: failed to allocate groundlink_t.!!!  groundlinksallocated=%d g_EntityGroundLinks.Count()=%d\n
AllocTouchLink: failed to allocate touchlink_t.\n
Allow flex animation rules to run.
AllowFlipping
Allows moving the ZNear plane to deal with body clipping
Allows players using Mumble to have support for positional audio.
Allows team members to injure other members of their team
Allows the player to only reorient from being upside down while in the air.
Alpha
Alpha Fade In Random
Alpha Fade Out Random
Alpha Fade and Decay
Alpha Random
Alpha for rope antialiasing effect
Alpha_IMaterialProxy003
Already have converter for type %s, ignoring...\n
AlyxGun
Ambient %s:Unknown command %s\n
Ammo2Color
Ammo2Decreased
Ammo2Empty
Ammo2Increased
AmmoDecreased
AmmoDenied
AmmoEmpty
AmmoIncreased
AmmoSecondaryDecreased
AmmoSecondaryEmpty
AmmoSecondaryIncreased
Amount of lag used when matching offset to ideal angles in thirdperson view
AnimTimeMustBeFirst
AnimateSpecificTexture_IMaterialProxy003
AnimatedEntityTexture_IMaterialProxy003
AnimatedOffsetTexture_IMaterialProxy003
AnimatedTexture_IMaterialProxy003
AnimatingImagePanel
AnimationController
AnimationEvents
AntlionGib
Apparent distance of the HUD in inches
Application built with libpng-%.20s but running with %.20s
Application must supply a known background gamma
Application transferred too few scanlines
Application transferred too many scanlines
Applies smoothing/decay curve to flex animation controller changes.
Apply
Apply Velocity in Local Space (0/1)
ApplyButton
ApplyChanges
ApplyDataToControls
ApplySchemeSettings
Arithmetic table 0x%02x was not defined
Arm1_attach1
Arm1_attach2
Arm1_attach3
Arm2_attach1
Arm2_attach2
Arm2_attach3
Arm3_attach1
Arm3_attach2
Arm3_attach3
ArmItem
Assertion Failed: !m_bNeedsSort
At marker 0x%02x, recovery action %d
Attached %s (mod_studio) to %s (%d)\n
Attack and Reload
Attemped to precache unknown particle system "%s"!\n
Attempt to set particle collection %s to invalid orientation matrix\n
Attempted to create unknown particle system id %s\n
Attempted to create unknown particle system type "%s"!\n
Attempted to create unknown particle system type %s\n
Attempted to restore FIELD_EMBEDDEDBYREF %s but there is no destination memory\n
Attempting to create unknown particle system '%s' \n
Attribute "%s" was defined more than once.\n
Au t
Au t#
Auto-director chooses best view modes while spectating
Auto-save a scoreboard screenshot at the end of a map.
AutoGameSystem already added to game system list!!!\n
AutoIKRelease (%s) got a NULL pBone %d\n
AutoIKRelease (%s) got a NULL pchain %d\n
AutoIKRelease (%s) got an out of range bone %d (%d)\n
AutoIKRelease (%s) got an out of range chain %d (%d)\n
AutoResize
Automates fov command to server.
Automatically assign players to teams when joining.
Automatically dismount from ladders when you reach the end (don't have to +USE).
Automatically reloads the animation script each time one is ran
Automatically sprint when moving with an analog joystick
AuxPowerColor
AuxPowerDisabledAlpha
AvatarMousePressed
AvgFPS
AvgLum @ %4.2f%%  mat_tonemap_min_avglum = %4.2f%%  Using %d pixels of %d pixels on screen (%3d%%)
AvgServerPing
B$G9
B$fff.
B-Spline
B24C_PropVehiclePrisonerPod
B333333
B6C_Beam
B6C_Fish
BA;M
BADFUNCTIONPOINTER
BFHu
BGR565
BGR888
BGR888_BLUESCREEN
BGRA4444
BGRA5551
BGRA8888
BGRX5551
BGRX8888
BKbhTb~XBK!;
BRGBA
B\9APu\v
BackBuffer
BackgroundColor
BackgroundOverrideColor
Backing store not supported
Bad client in AttachTentToPlayer()!\n
Bad client in KillAttachedTents()!\n
Bad field type\n
Bad format string in CLocalizeStringTable::ConstructString\n
Bad pstudiohdr in GetSequenceLinearMotion()!\n
Bad ragdoll for %s\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
BarChunkGap
BarChunkWidth
BarHeight
BarInsetX
BarInsetY
BarWidth
Barnacle.base
Barnacle.tongue1
BaseCombatWeapon_HideThink
BaseEntity.EnterWater
BaseEntity.ExitWater
BaseExplosionEffect.Sound
BaseGrenade.Explode
BasePlayer
Battery
Beam spline with %i points invoked\n
Beam spline with %i points received\n
Beam_point1
Beam_point2
Beam_point3
Beam_point4
Beam_point5
BellyGun
Beyond this number of degrees, the mouse clamps
Beyond this number of degrees, the mouse drags the torso
Bffff.
Bfffff.
BgAlpha
BgColor
BigGun
BigShot
Bitfield - locks HUD axes to the world - 0=pitch, 1=yaw, 2=roll
BitmapButton
BitmapImagePanel
BitmapPanel
Black
Blank
BlendCubeMapFaceEdges: unsupported image format (%d)
Blending mip%d %dx%d to
Blocking MOTD URL '%s'; must begin with 'http://' or 'https://' or be about:blank\n
Blood
BloodImpact
BloomScale = %4.2f  mat_hdr_manual_tonemap_rate = %4.2f  mat_accelerate_adjust_exposure_down = %4.2f
Blur
BlurX
BlurYAndBloom
Body_light
Bogus DAC index %d
Bogus DAC value 0x%x
Bogus DHT index %d
Bogus DQT index %d
Bogus Huffman table definition
Bogus JPEG colorspace
Bogus buffer control mode
Bogus constraint on ragdoll %s\n
Bogus input colorspace
Bogus marker length
Bogus message code %d
Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n
Bogus sampling factors
Bogus virtual array access
BoltImpact
BonusProgressFlash
BorderBottom
BorderCenter
BorderColor
BorderDark
BorderLeft
BorderPanel_%s
BorderRight
BorderTop
Borders
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
BoxColor
BoxGap
Brake
BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n
BreakableModels
BreakableSurface_IMaterialProxy003
Brush_Model_Rendering
Bt;Bxt\r
Buckshot
Buffer error in compressed datastream in %s chunk
Buffer passed to JPEG library is too small
Build Mode Help
BuildDialog
BuildGroupPtr
BuildMode - Error saving file
BuildModeControls
BuildModeDialog
BuildRenderableRenderLists
BuildRenderablesList
BuildWorldRenderLists
BuiltDebug
BuiltRightHanded
BulletProof
Bullets.DefaultNearmiss
Bullets.GunshipNearmiss
Bullets.StriderNearmiss
Button
Button.ArmedBgColor
Button.ArmedTextColor
Button.BgColor
Button.BlinkColor
Button.DepressedBgColor
Button.DepressedTextColor
Button.FocusBorderColor
Button.SelectedBgColor
Button.SelectedTextColor
Button.TextColor
ButtonBorder
ButtonClicked
ButtonDepressedBorder
ButtonKeyFocusBorder
ButtonToggled
Bx@u
B|;Bx
C&opy
C(ffff.
C4G;
C9_0
CAI_BaseNPC
CAM_Think
CAchievementNotificationPanel
CAlyxEmpEffect
CAntlionGibManager
CAsyncCaptionResourceManager
CAvatarImagePanel
CBaseAchievement
CBaseAnimating
CBaseAnimatingOverlay
CBaseCombatCharacter
CBaseCombatWeapon
CBaseDoor
CBaseEntity
CBaseEntity::EmitSound
CBaseEntity::ImpactTrace
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
CBaseEntityList::AddNonNetworkableEntity: no free slots!\n
CBaseFlex
CBaseFlex::FlexControllerLocalToGlobal failed!\n
CBaseGameStats::Event_MapChange to [%s]\n
CBaseGameStats::Event_SaveGame [%s]\n
CBaseGrenade
CBaseHLBludgeonWeapon
CBaseHLCombatWeapon
CBaseHelicopter
CBaseHudChat
CBaseModelPanel
CBaseParticleEntity
CBasePlayer
CBasePlayer::ItemPostFrame
CBasePlayerAnimState::ComputeMainSequence
CBasePlayerAnimState::ComputeSequences
CBasePlayerAnimState::UpdateInterpolators
CBasePortalCombatWeapon
CBaseProjectile
CBasePropDoor
CBaseTeamObjectiveResource
CBaseTempEntity
CBaseViewModel
CBaseViewport
CBaseViewport::AddNewPanel(%s): NULL panel.\n
CBaseViewport::AddNewPanel: panel with name '%s' already exists.\n
CBeam
CBitmapImagePanel
CBitmapPanel
CBoneFollower
CBorderVisualizerPanel
CBreakableProp
CBreakableSurface
CBuildFactoryHelper:  Factory for '%s' already exists!!!!\n
CBuildModeNavCombo
CBulletWhizTimer
CCIR601 sampling not implemented yet
CCLientEffectPrecacheSystem
CCLientShadowMgr
CCenterStringLabel
CCitadelEnergyCore
CClientLeafSystem
CClientLeafSystem::ComputeTranslucentRenderLeaf
CClientLeafSystem::PreRender
CClientLeafSystem::ProjectFlashlight
CClientRenderablesList pool
CClientScoreBoardDialog
CClientShadowMgr::AddShadowToReceiver
CClientShadowMgr::BuildFlashlight
CClientShadowMgr::BuildPerspectiveWorldToFlashlightMatrix
CClientShadowMgr::ComputeShadowDepthTextures
CClientShadowMgr::ComputeShadowTextures
CClientShadowMgr::CullReceiver
CClientShadowMgr::InitDepthTextureShadows
CClientShadowMgr::PreRender
CClientShadowMgr::UpdateBrushShadow
CClientShadowMgr::UpdateFlashlightState
CClientShadowMgr::UpdateProjectedTexture
CClientShadowMgr::UpdateProjectedTexture can only be used with flashlights!\n
CClientShadowMgr::UpdateProjectedTextureInternal
CClientSteamContext OnSteamServerConnectFailure logged on = %d\n
CClientSteamContext OnSteamServersConnected logged on = %d\n
CClientSteamContext OnSteamServersDisconnected logged on = %d\n
CClientSteamContext logged on = %d\n
CClientThinkList
CCollisionProperty
CColorCorrection
CColorCorrectionVolume
CColorVisualizerPanel
CCommentaryModelPanel
CCommentaryModelViewer
CCopyRecipientFilter
CCorpse
CCrossbowBolt
CDebugOverlay
CDecalEmitterSystem
CDecalEmitterSystem::LoadDecalsFromScript:  Script '%s' missing section '%s'\n
CDecalEmitterSystem::LoadDecalsFromScript:  Translation for game material type '%s' references unknown decal '%s'\n
CDecalEmitterSystem::LoadDecalsFromScript:  Unable to load '%s'\n
CDetailObjectSystem::BuildDetailObjectRenderLists
CDetailObjectSystem::CountSpritesInLeafList
CDetailObjectSystem::EnumerateLeaf
CDetailObjectSystem::RenderTranslucentDetailObjects
CDetailObjectSystem::RenderTranslucentDetailObjectsInLeaf
CDetailObjectSystem::SortSpritesBackToFront
CDetailObjectSystem::SortSpritesBackToFront -- Sort
CDinosaurSignal
CDirtySpatialPartitionEntityList
CDkM
CDmxElement::UnpackIntoStructure: Mismatched attribute type in attribute "%s"!\n
CDragDropHelperPanel
CDummyMaterialProxy::CDummyMaterialProxy()\n
CDummyMaterialProxy::Init( material = "%s" )\n
CDummyMaterialProxy::OnBind( %p )\n
CDummyMaterialProxy::~CDummyMaterialProxy()\n
CDynamicLight
CDynamicProp
CEZParticleInit
CEffectsList::DrawEffects
CEmbers
CEntityDissolve
CEntityFlame
CEntityMapData::GetNextKey: EOF without closing brace\n
CEntityMapData::GetNextKey: closing brace without data\n
CEntityParticleTrail
CEnvDetailController
CEnvHeadcrabCanister
CEnvHeadcrabCanisterShared
CEnvParticleScript
CEnvPortalPathTrack
CEnvProjectedTexture
CEnvQuadraticBeam
CEnvScreenEffect
CEnvScreenOverlay
CEnvStarfield
CEnvTonemapController
CEnvWind
CEnv_Lightrail_Endpoint
CF;u
CFPSPanel
CFailableAchievement
CFireSmoke
CFireTrail
CFish
CFlare
CFlaregun
CFlashlightEffect::UpdateLightNew
CFleshEffectTarget
CFlexSceneFileManager
CFogController
CFuncAreaPortalWindow
CFuncConveyor
CFuncLadder
CFuncMonitor
CFuncOccluder
CFuncReflectiveGlass
CFuncRotating
CFuncSmokeVolume
CFuncTrackTrain
CFunc_Dust
CFunc_LOD
CFunc_LiquidPortal
CGameMovement::PlayerMove
CGameMovement::TracePlayerBBox
CGameMovement::TryTouchGround
CGameMovement::TryTouchGroundInQuadrants
CGameRules
CGameRulesProxy
CGameStats
CGameStringPool
CGlowOverlay::DrawOverlays()
CGlowOverlaySystem
CGrenadeHopwire
CH;E
CHL2_Player
CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END
CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START
CHLClient::FrameStageNotify FRAME_NET_UPDATE_START
CHLClient::FrameStageNotify FRAME_RENDER_END
CHLClient::FrameStageNotify FRAME_RENDER_START
CHLMachineGun
CHLSelectFireMachineGun
CHUDAutoAim
CHUDQuickInfo
CHalfLife2
CHalfLife2Proxy
CHalfLife2Survival
CHalfLife2SurvivalProxy
CHandleTest
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudBonusProgress
CHudChat
CHudChatFilterButton
CHudChatFilterCheckButton
CHudChatFilterPanel
CHudChatHistory
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudFlashlight
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHintKeyDisplay::MsgFunc_KeyHintText: string count != 1.\n
CHudHistoryResource
CHudMenu
CHudMessage
CHudNumericDisplay
CHudPoisonDamageIndicator
CHudPortalCredits
CHudPortalCrosshair
CHudRadar
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTextureHandle
CHudTrain
CHudVehicle
CHudViewport
CHudVote
CHudWeapon
CHudWeaponSelection
CHudZoom
CIconPanel
CInfoLadderDismount
CInfoLightingRelative
CInfoOverlayAccessor
CInfoTeleporterCountdown
CItemButton
CLIENT
CLIENT:  %s(%s) thinking for %.02f ms!!!\n
CLightGlow
CLoadingDiscPanel
CMDLPanel
CMapOverview
CMaterialFloatLerpProxy::OnBind "%s" %s=%f %d\n
CMaterialModifyControl
CMessageCharsPanel
CModelPanel
CMortarShell
CMultiDamage
CMultiPlayerAnimState::Update
CMultiPlayerAnimState::m_iv_flMaxGroundSpeed
CMultiplayRules
CNPC_AntlionGuard
CNPC_Barnacle
CNPC_Barney
CNPC_CombineGunship
CNPC_Manhack
CNPC_Portal_FloorTurret
CNPC_RocketTurret
CNPC_RollerMine
CNPC_Strider
CNPC_Vortigaunt
CNavProgress
CNetGraphPanel
CNetGraphPanel::DrawLine2
CNetGraphPanel::Paint
CNetGraphPanel::PaintLineArt
CNeurotoxinCountdown
CNeurotoxinCountdownScreen
CNeurotoxinCountdownScreen_Default
CNewParticleEffect::DrawModel
COLORCORRECTION_VERSION_1
COMBINE
CPDumpPanel
CPUGhz
CPUID
CPanelKeyBindingMapDictionary::m_PanelKeyBindingMapPool
CPanelMessageMapDictionary::m_PanelMessageMapPool
CParticleCollection::GenerateSortedIndexList
CParticleCollection::InitializeNewParticles
CParticleCollection::Simulate
CParticleEffectBinding::DrawMaterialParticles: too many particles (%d should be less than %d)
CParticleEffectBinding::DrawModel
CParticleFire
CParticleMSG::UpdateNewEffects
CParticleMgr::IncrementFrameCode()
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
CParticleMgr::SimulateUndrawnEffects
CParticleMgr::UpdateNewEffects
CParticlePerformanceMonitor
CParticleProperty
CParticleSystem
CParticleSystemMgr compiled using an old IMaterialSystem\n
CParticleSystemMgr::DrawRenderCache
CPerfVisualBenchmark
CPhysBox
CPhysBoxMultiplayer
CPhysMagnet
CPhysicsDelegate::ApplyConstraints
CPhysicsProp
CPhysicsPropMultiplayer
CPhysicsSystem
CPhysicsSystem::PhysicsSimulate
CPixelVisibilitySystem
CPlasma
CPlasmaBeamNode
CPlayerLocalData
CPlayerLocalData::m_iv_vecPunchAngle
CPlayerLocalData::m_iv_vecPunchAngleVel
CPlayerResource
CPlayerState
CPointCamera
CPointCommentaryNode
CPortalGameRules
CPortalGameRulesProxy
CPortalRagdoll
CPortalRender::DrawPortalsUsingStencils
CPortalRender::HandlePortalPlaybackMessage() unable to find creation function for portal type: %s\n
CPortalRenderable_FlatBasic
CPortalRenderable_FlatBasic::GetToolRecordingState
CPortalRenderable_FlatBasic::RenderPortalViewToBackBuffer
CPortalStatsDisplayScreen
CPortalStatsDisplayScreen_Fail
CPortalStatsDisplayScreen_Pass
CPortalStatsDisplayScreen_Unknown
CPortal_Dinosaur
CPortal_Player
CPoseController
CPotteryWheelPanel
CPrecipHack
CPrecipitation
CPrediction::FinishCommand
CPrediction::FinishMove
CPrediction::PerformPrediction
CPrediction::PostEntityPacketReceived
CPrediction::PostNetworkDataReceived
CPrediction::PreEntityPacketReceived
CPrediction::RemoveStalePredictedEntities
CPrediction::RestoreEntityToPredictedFrame
CPrediction::RestoreOriginalEntityState
CPrediction::RunCommand
CPrediction::RunPostThink
CPrediction::RunPreThink
CPrediction::RunSimulation
CPrediction::RunThink
CPrediction::SetupMove
CPrediction::ShiftIntermediateDataForward
CPrediction::StartCommand
CPrediction::StorePredictionResults
CPrediction::Update
CPropAirboat
CPropCannon
CPropCombineBall
CPropCrane
CPropData
CPropEnergyBall
CPropJeep
CPropJeepEpisodic
CPropPortalStatsDisplay
CPropVehicleChoreoGeneric
CPropVehicleDriveable
CPropVehiclePrisonerPod
CProp_Portal
CRC error
CRagdoll
CRagdollLRURetirement
CRagdollLRURetirement::Update
CRagdollManager
CRagdollProp
CRagdollProp::CreateObjects:  Couldn't Lookup Bone %s\n
CRagdollPropAttached
CRandSimTimer
CRandStopwatch
CReflectiveGlassView::Draw
CRefractiveGlassView::Draw
CRopeKeyframe
CRopeManager::AddToRenderCache count to large for cache!\n
CRopeManager::DrawRenderCache
CRopeManager::GetNextSegmentFromCache too many segments for cache!\n
CRotorWashEmitter
CSave::WriteHeader() size parameter exceeds 'short'!\n
CSaveRestoreBuffer::TokenHash() is COMPLETELY FULL!
CSceneEntity
CSchemeVisualizer
CScriptIntro
CShadowControl
CShadowDepthView::Draw
CSimTimer
CSimpleEmitter
CSimpleSimTimer
CSlideshowDisplay
CSlideshowDisplayScreen
CSlideshowDisplayScreen_Default
CSmallTextEntry
CSmokeStack
CSoundControllerImp
CSoundControllerImp::SystemUpdate
CSoundControllerImp::SystemUpdate:processcommandlist
CSoundControllerImp::SystemUpdate:removesounds
CSoundEmitterSystem
CSoundEmitterSystem:  Unknown sound level %s\n
CSoundEmitterSystem::EmitSound (calls engine)
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
CSpectatorGUI
CSpectatorMenu
CSpotlightEnd
CSprite
CSprite::DrawModel
CSprite::GetToolRecordingState
CSpriteOriented
CSpriteTrail
CSpriteTrail::DrawModel
CStaticCollisionPolyhedronCache: Used %.2f KB to cache %d brush polyhedrons.\n
CStaticCollisionPolyhedronCache: Used %.2f KB to cache %d static prop polyhedrons.\n
CSteamJet
CStopwatch
CStopwatchBase
CSun
CTEAntlionDust
CTEArmorRicochet
CTEBSPDecal
CTEBaseBeam
CTEBeamEntPoint
CTEBeamEnts
CTEBeamFollow
CTEBeamLaser
CTEBeamPoints
CTEBeamRing
CTEBeamRingPoint
CTEBeamSpline
CTEBloodSprite
CTEBloodStream
CTEBreakModel
CTEBubbleTrail
CTEBubbles
CTEClientProjectile
CTEConcussiveExplosion
CTEDecal
CTEDust
CTEDynamicLight
CTEEffectDispatch
CTEEnergySplash
CTEExplosion
CTEFizz
CTEFootprintDecal
CTEGaussExplosion
CTEGlowSprite
CTEImpact
CTEKillPlayerAttachments
CTELargeFunnel
CTEMetalSparks
CTEMuzzleFlash
CTEParticleSystem
CTEPhysicsProp
CTEPlayerAnimEvent
CTEPlayerDecal
CTEProjectedDecal
CTEShatterSurface
CTEShowLine
CTESmoke
CTESparks
CTESprite
CTESpriteSpray
CTEWorldDecal
CTSListBase: Misaligned list\n
CTSQueue: Misaligned queue\n
CTakeDamageInfo
CTeam
CTeamMenu
CTeamplayRoundBasedRulesProxy
CTempEnts::PhysicsProp: model index %i not found\n
CTempEnts::Update
CTesla
CTestTraceline
CTest_ProxyToggle_Networkable
CTextWindow
CTextWindow::OnCommand: unknown exit command value %i\n
CTextWindow::Update: unknown content type %i\n
CTreeViewListControl
CUserMessages::DispatchUserMessage:  Bogus msg type %i (max == %i)\n
CUserMessages::DispatchUserMessage:  Missing client entry for msg type %i\n
CUserMessages::DispatchUserMessage:  missing client hook for %s\n
CUserMessages::HookMessage:  no such message %s\n
CUserMessages::Register '%s' already registered\n
CUtlFixedMemory overflow!\n
CUtlLinkedList overflow! (exhausted index range)\n
CUtlLinkedList overflow! (exhausted memory allocator)\n
CUtlMultiList overflow! (exhausted index range)\n
CUtlMultiList overflow! (exhausted memory allocator)\n
CUtlRBTree overflow!\n
CVGuiScreen
CVGuiScreenPanel
CViewAngleAnimation
CViewAngleAnimation::LoadViewAnimFile failed to load script %s\n
CViewAngleAnimation::RunAnimation called on an empty view animation\n
CViewRander::DisableFog()
CViewRender::Draw3DDebuggingInfo
CViewRender::Draw3dSkyboxworld
CViewRender::Draw3dSkyboxworld_Portal
CViewRender::DrawNoZBufferTranslucentRenderables
CViewRender::DrawOpaqueRenderables
CViewRender::DrawTranslucentRenderables
CViewRender::DrawTranslucentRenderablesNoWorld
CViewRender::DrawTranslucentWorldAndDetailPropsInLeaves
CViewRender::DrawTranslucentWorldInLeaves
CViewRender::DrawViewModel
CViewRender::EnableWorldFog
CViewRender::PerformScreenOverlay()
CViewRender::PerformScreenSpaceEffects()
CViewRender::Render
CViewRender::RenderView
CViewRender::SetUpView->OnRenderEnd
CViewRender::SetUpViews
CViewRender::SetupRenderablesList
CViewRender::SetupVis
CViewRender::ViewDrawScene
CViewRender::ViewDrawScene_EyeAboveWater
CViewRender::ViewDrawScene_EyeUnderWater
CViewRender::ViewDrawScene_NoWater
CViewRender::ViewDrawScene_PortalStencil
CViewRenderBeams::DrawBeam:  Unknown beam type %i\n
CViewportClientSystem
CVisibleShadowList::FindShadows
CVoiceStatus::HandleReqStateMsg\n
CVoiceStatus::HandleVoiceMaskMsg\n
CVoiceStatus::SetPlayerBlockedState part 1\n
CVoiceStatus::SetPlayerBlockedState part 2\n
CVoiceStatus::SetPlayerBlockedState: setting player %d ban to %d\n
CVoiceStatus::UpdateServerState: Sending '%s'\n
CVoiceStatus::UpdateServerState: g_bLevelInitialized\n
CVoiceStatus::UpdateServerState: no change\n
CVoiceStatus::UpdateSpeakerStatus: ent %d talking = %d\n
CVortigauntChargeToken
CVortigauntEffectDispel
CVoteController
CWaterBullet
CWaterLODControl
CWeapon357
CWeaponAR2
CWeaponAlyxGun
CWeaponAnnabelle
CWeaponBinoculars
CWeaponBugBait
CWeaponCitizenPackage
CWeaponCitizenSuitcase
CWeaponCrossbow
CWeaponCrowbar
CWeaponCubemap
CWeaponCycler
CWeaponFrag
CWeaponGaussGun
CWeaponHopwire
CWeaponPhysCannon
CWeaponPistol
CWeaponPortalBase
CWeaponPortalgun
CWeaponRPG
CWeaponSMG1
CWeaponShotgun
CWeaponStunStick
CWeapon_SLAM
CWorld
C\fff.
C\fkD
C\t@tE
C_BaseAnimating
C_BaseAnimating::BuildTransformations
C_BaseAnimating::CalcAttachments
C_BaseAnimating::DrawModel
C_BaseAnimating::GetToolRecordingState
C_BaseAnimating::InternalDrawModel
C_BaseAnimating::Interpolate
C_BaseAnimating::MaintainSequenceTransitions
C_BaseAnimating::PreDataUpdate
C_BaseAnimating::RecordBones
C_BaseAnimating::SequenceDuration( %d ) out of range\n
C_BaseAnimating::SetupBones
C_BaseAnimating::StandardBlendingRules
C_BaseAnimating::TestHitboxes
C_BaseAnimating::ThreadedBoneSetup
C_BaseAnimating::m_iv_flCycle
C_BaseAnimating::m_iv_flEncodedController
C_BaseAnimating::m_iv_flPoseParameter
C_BaseAnimatingOverlay
C_BaseAnimatingOverlay::m_iv_AnimOverlay00
C_BaseAnimatingOverlay::m_iv_AnimOverlay01
C_BaseAnimatingOverlay::m_iv_AnimOverlay02
C_BaseAnimatingOverlay::m_iv_AnimOverlay03
C_BaseAnimatingOverlay::m_iv_AnimOverlay04
C_BaseAnimatingOverlay::m_iv_AnimOverlay05
C_BaseAnimatingOverlay::m_iv_AnimOverlay06
C_BaseAnimatingOverlay::m_iv_AnimOverlay07
C_BaseAnimatingOverlay::m_iv_AnimOverlay08
C_BaseAnimatingOverlay::m_iv_AnimOverlay09
C_BaseAnimatingOverlay::m_iv_AnimOverlay10
C_BaseAnimatingOverlay::m_iv_AnimOverlay11
C_BaseAnimatingOverlay::m_iv_AnimOverlay12
C_BaseAnimatingOverlay::m_iv_AnimOverlay13
C_BaseAnimatingOverlay::m_iv_AnimOverlay14
C_BaseCombatCharacter
C_BaseCombatWeapon::DrawModel
C_BaseEntity
C_BaseEntity::AddVisibleEntities
C_BaseEntity::DrawBrushModel
C_BaseEntity::GetToolRecordingState
C_BaseEntity::Interp_RestoreToLastNetworked
C_BaseEntity::Interpolate
C_BaseEntity::InterpolateServerEntities
C_BaseEntity::PreDataUpdate
C_BaseEntity::RestoreData
C_BaseEntity::SaveData
C_BaseEntity::Simulate
C_BaseEntity::ToolRecordEnties
C_BaseEntity::UnlinkFromHierarchy(): Entity has a child with the wrong parent!\n
C_BaseEntity::m_iv_angRotation
C_BaseEntity::m_iv_vecOrigin
C_BaseEntity::m_iv_vecVelocity
C_BaseFlex
C_BaseFlex::AddSceneEvent:  event failed\n
C_BaseFlex::AddSceneEvent:  event->GetActor() was NULL!!!\n
C_BaseFlex::AddSceneEvent:  scene or event was NULL!!!\n
C_BaseFlex::GetToolRecordingState
C_BaseFlex::ProcessFlexSettingSceneEvent
C_BaseFlex::m_iv_viewtarget
C_BaseFlex:m_iv_flexWeight
C_BaseFlex:m_iv_vecLean
C_BaseFlex:m_iv_vecShift
C_BaseHLPlayer
C_BasePlayer
C_BasePlayer::GetToolRecordingState
C_BasePlayer::PhysicsSimulate
C_BasePlayer::m_iv_vecViewOffset
C_BreakableSurface
C_ClientRagdoll
C_ClientRagdoll::ImpactTrace
C_ColorCorrectionVolume
C_DustTrail
C_Embers
C_EntityDissolve
C_Flare
C_Flaregun
C_FuncLadder
C_Func_Dust
C_Func_LiquidPortal
C_HL2PlayerLocalData
C_LocalTempEntity::DrawStudioModel
C_NPC_AntlionGuard
C_NPC_Manhack
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "%s"!\n
C_ParticleSmokeGrenade
C_ParticleSystem::ClientThink SkipToTime
C_PhysPropClientside::ImpactTrace
C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n
C_PlasmaBeamNode
C_PlayerResource
C_PointCommentaryNode
C_Portal_Player
C_Portal_Player::m_iv_angEyeAngles
C_PropAirboat
C_PropCannon
C_PropCrane
C_PropEnergyBall
C_PropVehicleChoreoGeneric
C_PropVehicleDriveable
C_PropVehicleDriveable::m_iv_vecGunCrosshair
C_PropVehiclePrisonerPod
C_Prop_Portal
C_Prop_Portal::GetToolRecordingState
C_RocketTrail::damaged
C_RopeKeyframe::CalculateEndPointAttachment
C_RopeKeyframe::DrawModel
C_ServerRagdoll::m_iv_ragAngles
C_ServerRagdoll::m_iv_ragPos
C_ServerRagdollAttached::SetupBones
C_SmokeTrail
C_SoundScapeSystem
C_SoundscapeSystem::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
C_SporeExplosion
C_SpriteRenderer::DrawSprite
C_SpriteTrail
C_Strider::m_iv_vecHitPos
C_Strider::m_iv_vecIKTarget
C_TEBSPDecal::PostDataUpdate
C_TEBeamSpline::PostDataUpdate
C_TEBloodSprite::PostDataUpdate
C_TEBreakModel::PostDataUpdate
C_TEBubbleTrail::PostDataUpdate
C_TEBubbles::PostDataUpdate
C_TEClientProjectile::PostDataUpdate
C_TEDecal::PostDataUpdate
C_TEDynamicLight::PostDataUpdate
C_TEEffectDispatch::PostDataUpdate
C_TEEnergySplash::PostDataUpdate
C_TEFizz::PostDataUpdate
C_TEFootprintDecal::PostDataUpdate
C_TEGlowSprite::PostDataUpdate
C_TEImpact::PostDataUpdate
C_TEKillPlayerAttachments::PostDataUpdate
C_TEMetalSparks::PostDataUpdate
C_TEMuzzleFlash::PostDataUpdate
C_TEPhysicsProp::PostDataUpdate
C_TEPlayerDecal::PostDataUpdate
C_TEProjectedDecal::PostDataUpdate
C_TEShatterSurface 1
C_TEShatterSurface::PostDataUpdate
C_TESmoke::PostDataUpdate
C_TESprite::PostDataUpdate
C_TESpriteSpray::PostDataUpdate
C_TEWorldDecal::PostDataUpdate
C_Team
C_Weapon357
C_WeaponAR2
C_WeaponAlyxGun
C_WeaponAnnabelle
C_WeaponBinoculars
C_WeaponBugBait
C_WeaponCitizenPackage
C_WeaponCitizenSuitcase
C_WeaponCrossbow
C_WeaponCrowbar
C_WeaponCubemap
C_WeaponCycler
C_WeaponFrag
C_WeaponGaussGun
C_WeaponHopwire
C_WeaponPhysCannon
C_WeaponPistol
C_WeaponPortalgun
C_WeaponRPG
C_WeaponSMG1
C_WeaponShotgun
C_WeaponStunStick
C_Weapon_SLAM
Cables
CalcAimEntPositions
Call to NULL CStudioHdr::GroupStudioHdr()\n
Call to NULL read function
Call to NULL write function
Call/recall squad
CallVoteFailed
Called Release() on CBoneList not allocated via Alloc() method\n
Camera
Camo_IMaterialProxy003
Can't add Average filter after starting
Can't add Keybindings Context for unnamed panels\n
Can't add Paeth filter after starting
Can't add Up filter after starting
Can't create temporary entity with NULL model!\n
Can't discard critical data on CRC error
Can't find factory for entity: %s\n
Can't find soundscape %s\n
Can't get key value\t'%s' from file '%s'.\n
Can't play until a game is started.\n
Can't set both read_data_fn and write_data_fn in the same structure
Can't write sCAL (buffer too small)
Can't write tRNS with an alpha channel
CanBeDefaultButton
Candidate
Cannot Apply
Cannot find color correction lookup file: '%s'\n
Cannot quantize more than %d color components
Cannot quantize to fewer than %d colors
Cannot quantize to more than %d colors
Cannot transcode due to multiple use of quantization table %d
Cannot update control point %d for effect '%s'.\n
Caption
CaptionLookup_t
Captions
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.
Causes the third person model to be drawn instead of the view model
Caution
Caution: quantization tables are too coarse for baseline JPEG
Center Offset
CenterPrintText
Cffffff.
Ch0uM
Changing collision rules within a callback is likely to cause crashes!\n
Chat.TypingText
ChatEntrySend
ChatEntryStopMessageMode
ChatFiltersButton
ChatFont
ChatInput
ChatInputLine
ChatInputPrompt
ChatLine1
ChatScheme
CheatedLabel
Cheats
CheckButton
CheckButton.ArmedBgColor
CheckButton.BgColor
CheckButton.Border1
CheckButton.Border2
CheckButton.Check
CheckButton.DepressedBgColor
CheckButton.DisabledBgColor
CheckButton.DisabledFgColor
CheckButton.HighlightFgColor
CheckButton.SelectedTextColor
CheckButton.TextColor
CheckButtonChecked
Child Group ID to affect
ChopperMuzzleFlash
Circle1Radius
Circle2Radius
CircularProgressBar
CircularProgressBar.BgColor
CircularProgressBar.FgColor
Clamp Maximum Light Value to Initial Color
Clamp Minimum Light Value to Initial Color
Clamp_IMaterialProxy003
Clamping ApplyAbsVelocityImpulse(%f,%f,%f) on %s\n
Clear memory of client side hints displayed to the player.
Clear the back buffer to random colors every frame. Helps spot open seams in geometry.
ClickPanel
Client
Client SimulateEntities
Client Simulation
Client Soundscape data dump:\n
Client TempEnts
Client Thinks
Client pitch speed.
Client yaw speed.
Client: Missing precache for particle system "%s"!\n
ClientDLL
ClientEffect textures
ClientLeafSystem002
ClientProjectile: No model %d!\n
ClientRenderTargets001
ClientScheme
ClientTitleFont
ClientVirtualReality001
Client_Animation
Clientside physics push away (0=off, 1=only localplayer, 1=all players)
Clip entities against portal frustums.
Close
Close caption delay before showing caption.
Close caption linger time.
CloseCaption
CloseCaption_Bold
CloseCaption_BoldItalic
CloseCaption_Italic
CloseCaption_Normal
CloseFrameButtonPressed
CloseModal
CloseWeaponSelectionMenu
Closed temporary file %s
Collide rope with the world
Collision via traces
Color
Color Correction Mgr
Color Fade
Color Light From Control Point
Color Light from Control Point
Color Random
ColorPanel_%s
Colors
ColumnResized
Combine bloom, software anti-aliasing and color correction into one post-processing pass
CombineCannon
CombineHeavyCannon
ComboBox
ComboBoxBorder
ComboBoxButton.ArmedArrowColor
ComboBoxButton.ArrowColor
ComboBoxButton.BgColor
ComboBoxButton.DisabledBgColor
Command
CommandComboBox::OnMessage: cvar %s not found.\n
CommandMenu
CommandMenu::LoadFromKeyValueInternal: depth > 100.\n
CommandMenuClosed
CommandPointer
CommentaryDefault
CompiledCaptionHeader_t
Component index %d: mismatching sampling ratio %d:%d, %d:%d, %c
Compression window is being reset to 512
Compute Normals From Control Points
ComputeTranslucentRenderLeaf
ConVarRef %s doesn't point to an existing ConVar\n
Console
Constrain distance to control point
Constrain distance to path between two control points
ContextMenu
ContinuousProgressBar
Control Point
Control Point Number
Control Point Number to Set
Control Point Offset
Control Point for point on plane
Control Point to Broadcast Speed and Direction To
Control Point to offset positions from
ControlFactory
ControlModified
ControlName
ControlText
Controller vibration.
Controls the speed when matching offset to ideal angles in thirdperson view
ConversionMode
ConversionModeMenu
ConveyorScroll_IMaterialProxy003
Copy
Copyright (C) 2010, Thomas G. Lane, Guido Vollbeding
Corrupt JPEG data: %u extraneous bytes before marker 0x%02x
Corrupt JPEG data: bad Huffman code
Corrupt JPEG data: bad arithmetic code
Corrupt JPEG data: found marker 0x%02x instead of RST%d
Corrupt JPEG data: premature end of data segment
Could not find Hud Element: %s\n
Could not find screen space effect %s\n
Couldn't alloc a high priority TENT (max %i)!\n
Couldn't find info panel.\n
Couldn't find metaclass definition file %s\n
Couldn't find script file %s\n
Couldn't find surface in GetColorForSurface()\n
Couldn't get IClientEntity for %i\n
Couldn't get app install dir.\n
Couldn't parse script file: expected 'event', found '%s'\n
Couldn't parse script file: expected <event name>, found nothing\n
Couldn't parse script sequence '%s': expected '{', found '%s'\n
Couldn't parse script sequence '%s': expected <anim command>, found '%s'\n
Couldn't scan four color values from %s\n
Couldn't write bitmap data snapshot.\n
Cp8A
Cq8A
Create In Hierarchy
CreateDebris 1
CreateDebris 2
CreateHairball
CreateInterface
CreateNewControl
Creates a dlight in front of the player
CreditsFile
CreditsIcons
CreditsMsg
CreditsOutroText
CreditsParams
CreditsPortalMsg
CrossbowLoad
Cull End Time
Cull Percentage
Cull Random
Cull Start Time
Cull Time Exponent
Cull plane offset
Cull relative to model
Cull when crossing plane
Current close caption language (emtpy = use game UI language)
Current name of the skybox texture
Current sound patches: %d\n
CurrentDefaultButtonSet
CurrentTime_IMaterialProxy003
CursorEntered
CursorEnteredMenuButton
CursorEnteredMenuItem
CursorExited
CursorExitedMenuItem
CursorMoved
Custom
Custom mouse acceleration value.
Custom mouse acceleration:\n0: custom accelaration disabled\n1: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity)\n2: Same as 1, with but x and y sensitivity are scaled by m_pitch and m_yaw respectively.\n3: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity
Cutoff area %.2f\n
CvarToggleCheckButton
Cycle through the aim & move modes.
D$\fff
D$\ffff?
D12CMapOverview
D1h^]
D2\ff
D333333
D7\ff
D8,C
D9,f
DCT coefficient out of range
DCT scaled block size %dx%d not supported
DEAD
DEBRIS
DEFAULT
DEFAULT_WRITE_PATH
DT_AI_BaseNPC
DT_AR2Explosion
DT_AlyxEmpEffect
DT_AnimTimeMustBeFirst
DT_Animationlayer
DT_BCCLocalPlayerExclusive
DT_Barnacle
DT_BaseAnimating
DT_BaseAnimatingOverlay
DT_BaseBeam
DT_BaseCombatCharacter
DT_BaseCombatWeapon
DT_BaseDoor
DT_BaseEntity
DT_BaseFlex
DT_BaseGrenade
DT_BaseHLBludgeonWeapon
DT_BaseHLCombatWeapon
DT_BaseHelicopter
DT_BaseParticleEntity
DT_BasePlayer
DT_BasePortalCombatWeapon
DT_BaseProjectile
DT_BasePropDoor
DT_BaseTeamObjectiveResource
DT_BaseTempEntity
DT_BaseViewModel
DT_Beam
DT_BeamPredictableId
DT_BoneFollower
DT_BreakableProp
DT_BreakableSurface
DT_CFish
DT_CPropJeepEpisodic
DT_CitadelEnergyCore
DT_CollisionProperty
DT_ColorCorrection
DT_ColorCorrectionVolume
DT_CombineGunship
DT_Corpse
DT_CrossbowBolt
DT_DetailController
DT_DinosaurSignal
DT_DustTrail
DT_DynamicLight
DT_DynamicProp
DT_EffectData
DT_Embers
DT_EntityDissolve
DT_EntityFlame
DT_EntityParticleTrail
DT_EntityParticleTrailInfo
DT_EnvHeadcrabCanister
DT_EnvHeadcrabCanisterShared
DT_EnvParticleScript
DT_EnvPortalPathTrack
DT_EnvProjectedTexture
DT_EnvScreenEffect
DT_EnvScreenOverlay
DT_EnvStarfield
DT_EnvTonemapController
DT_EnvWind
DT_EnvWindShared
DT_Env_Lightrail_Endpoint
DT_FireSmoke
DT_FireTrail
DT_Flare
DT_Flaregun
DT_FleshEffectTarget
DT_FogController
DT_FuncAreaPortalWindow
DT_FuncConveyor
DT_FuncLadder
DT_FuncMonitor
DT_FuncOccluder
DT_FuncReflectiveGlass
DT_FuncRotating
DT_FuncSmokeVolume
DT_FuncTrackTrain
DT_Func_Dust
DT_Func_LOD
DT_Func_LiquidPortal
DT_GameRulesProxy
DT_GrenadeHopwire
DT_HL2GameRules
DT_HL2Local
DT_HL2SurvivalGameRules
DT_HL2_Player
DT_HLMachineGun
DT_HLSelectFireMachineGun
DT_HalfLife2Proxy
DT_HalfLife2SurvivalProxy
DT_HandleTest
DT_InfoLadderDismount
DT_InfoLightingRelative
DT_InfoOverlayAccessor
DT_InfoTeleporterCountdown
DT_LightGlow
DT_Local
DT_LocalActiveWeaponData
DT_LocalPlayerExclusive
DT_LocalWeaponData
DT_MaterialModifyControl
DT_MortarShell
DT_MovieExplosion
DT_NPC_AntlionGuard
DT_NPC_Barney
DT_NPC_Manhack
DT_NPC_Portal_FloorTurret
DT_NPC_RocketTurret
DT_NPC_Strider
DT_NPC_Vortigaunt
DT_NeurotoxinCountdown
DT_OverlayVars
DT_ParticleFire
DT_ParticlePerformanceMonitor
DT_ParticleProperty
DT_ParticleSmokeGrenade
DT_ParticleSystem
DT_PhysBox
DT_PhysBoxMultiplayer
DT_PhysMagnet
DT_PhysicsProp
DT_PhysicsPropMultiplayer
DT_Plasma
DT_PlasmaBeamNode
DT_PlayerResource
DT_PlayerState
DT_PointCamera
DT_PointCommentaryNode
DT_PortalGameRules
DT_PortalGameRulesProxy
DT_PortalRagdoll
DT_Portal_Player
DT_PoseController
DT_Precipitation
DT_PredictableId
DT_PropAirboat
DT_PropCannon
DT_PropCombineBall
DT_PropCrane
DT_PropDinosaur
DT_PropEnergyBall
DT_PropJeep
DT_PropPortalStatsDisplay
DT_PropVehicleChoreoGeneric
DT_PropVehicleDriveable
DT_PropVehiclePrisonerPod
DT_Prop_Portal
DT_ProxyToggle
DT_ProxyToggle_ProxiedData
DT_QuadraticBeam
DT_Ragdoll
DT_RagdollManager
DT_Ragdoll_Attached
DT_RocketTrail
DT_RollerMine
DT_RopeKeyframe
DT_RotorWashEmitter
DT_SceneEntity
DT_ScriptIntro
DT_ServerAnimationData
DT_ShadowControl
DT_SlideshowDisplay
DT_SmokeStack
DT_SmokeTrail
DT_SporeExplosion
DT_SporeTrail
DT_SpotlightEnd
DT_Sprite
DT_SpriteOriented
DT_SpriteTrail
DT_SteamJet
DT_Sun
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_TEConcussiveExplosion
DT_TEDecal
DT_TEDust
DT_TEDynamicLight
DT_TEEffectDispatch
DT_TEEnergySplash
DT_TEExplosion
DT_TEFizz
DT_TEFootprintDecal
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_TEWorldDecal
DT_Team
DT_TeamplayRoundBasedRules
DT_TeamplayRoundBasedRulesProxy
DT_Tesla
DT_TestTraceline
DT_VGuiScreen
DT_VortigauntChargeToken
DT_VortigauntEffectDispel
DT_VoteController
DT_WaterBullet
DT_WaterLODControl
DT_Weapon357
DT_WeaponAR2
DT_WeaponAlyxGun
DT_WeaponAnnabelle
DT_WeaponBinoculars
DT_WeaponBugBait
DT_WeaponCitizenPackage
DT_WeaponCitizenSuitcase
DT_WeaponCrossbow
DT_WeaponCrowbar
DT_WeaponCubemap
DT_WeaponCycler
DT_WeaponFrag
DT_WeaponGaussGun
DT_WeaponHopwire
DT_WeaponPhysCannon
DT_WeaponPistol
DT_WeaponPortalBase
DT_WeaponPortalgun
DT_WeaponRPG
DT_WeaponSMG1
DT_WeaponShotgun
DT_WeaponStunStick
DT_Weapon_SLAM
DT_World
DXT1
DXT1_ONEBITALPHA
DXT3
DXT5
DYING
Da\">c]$8c^
Damage
Dampen Movement Relative to Control Point
DashGap
DashHeight
Data error in compressed datastream in %s chunk
Data manager 'used' memory incorrect\n
DataTypeCombo
Deaccel
Debug if the string fallbacks display properly.
Debug view texture scale
DebugFixed
DebugFixedSmall
DebugLabel
DebugOverlay
DebugText
DebugTextureInfo001
Decal textures
Decal: entity = %i
Deck_%s
Deck_%s_SeparateAccelBrake
Decompression Error
Decompression error
Default
Default Player Model
Default class when joining a game
Default team when joining a game
DefaultButtonSet
DefaultFixedOutline
DefaultSmall
DefaultUnderline
DefaultVerySmall
DefaultVerySmallFallBack
Define Arithmetic Table 0x%02x: 0x%02x
Define Huffman Table 0x%02x
Define Quantization Table %d  precision %d
Define Restart Interval %u
Delete
DeletePanel
DeletePanelButton
Depth must be 1 for cubemaps!\n
DepthWrite
Detail prop model %s is using vertex-lit materials!\nIt must use unlit materials!\n
DetailObjectSystem
Detail_Prop_Rendering
Determines whether netgraph font is proportional or not
Dff.
DialogVariables
Didn't draw shadow hierarchy.. bad shadow texcoords probably going to happen..grab Brian!\n
Didn't expect more than one scan
Didn't find particle function %s\n
Differs, but not networked
Differs, but within tolerance
Differs, networked
Direction Matching Strength
Disable HTML motds.
Disable clientside physics props (must be set before loading a level).
Disable hudhint sounds.
Disable interpolation list optimizations.
Disable map color-correction entities
Disable player sprays.
Disables traces against remote portal moving entities using transforms to bring them into local space.
DisarmItem
Discarding ApplyAbsVelocityImpulse(%f,%f,%f) on %s\n
DispatchEffect: effect '%s' not found on client\n
Display data for clientside entity matching specified index.\nFormat: cl_find_ent_index <index>\n
Display number of particles drawn per frame
Display physics-based 'jiggle bone' debugging information
Display the commentary model viewer. Usage: commentary_showmodelviewer <model name> <optional attached model name>
Display the number of active particle systems.
Displays a list of the active screen shakes.
Displays the client's absbox for the entity under the crosshair.
Displays the client's bounding box for the entity under the crosshair.
Displays the client's render box for the entity under the crosshair.
Distance Between Control Points Scale
Distance across which detail props fade in
Distance at which detail props are no longer visible
Distance to Control Points Scale
Divide_IMaterialProxy003
Divider
DmeAlphaCosineUpdater
DmeAlphaSineRampUpdater
DmeAlphaSineUpdater
DmeAttachmentVelocityInitializer
DmeColorDynamicLightUpdater
DmeColorUpdater
DmeConstantVelocityInitializer
DmeDecayVelocityInitializer
DmeLinearAttachedPositionInitializer
DmeMuzzleFlashSizeInitializer
DmeParticleSystemDefinition
DmePositionPointToEntityInitializer
DmePositionVelocityDecayUpdater
DmePositionVelocityUpdater
DmeRandomAlphaInitializer
DmeRandomEmitter
DmeRandomInterpolatedColorInitializer
DmeRandomLifetimeInitializer
DmeRandomRollInitializer
DmeRandomRollSpeedInitializer
DmeRandomSizeInitializer
DmeRandomValueColorInitializer
DmeRollSpeedAttenuateUpdater
DmeRollUpdater
DmeSizeUpdater
DmeSmokeGrenadeUpdater
DmeSolidKillInitializer
DmeSpriteEmitter
DmeVoxelPositionInitializer
DmgColorLeft
DmgColorRight
DmgFullscreenColor
DmgHighColorLeft
DmgHighColorRight
Do an antialiasing effect on ropes
Do client side flex animation.
Do the demo_legacy_rollback setting to help during demo playback of going through portals.
DoCompositionString
DoConversionModeChanged
DoCopySelected
DoCutSelected
DoHideIMECandidates
DoLanguageChanged
DoPaste
DoSentenceModeChanged
DoShowIMECandidates
DoUpdateIMECandidates
Don't know how to reconsitite models for physobj array \n
Don't know how to save model for physics object (class "%s")\n
Don't use CPU applying small wind gusts to ropes when they're past this distance.
DownButton
DragDrop
DragDrop.DragFrame
DragDrop.DropFrame
DragDropHelper
Draw Proxy: qh:%d org:<%d,%d,%d> (frame:%d)\n
Draw a particular material over the frame
Draw alien blood
Draw current battery level at top of screen when on battery power
Draw current position at top of screen
Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
Draw human blood
Draw impact debris effects.
Draw impact dust effects.
Draw metal spark effects.
Draw specified material as an overlay
Draw text fields
Draw the interpolation graph.
Draw the network usage graph, = 2 draws data on payload, = 3 draws payload legend.
Draw the ping/packet loss graph.
DrawOpaqueRenderables
DrawTranslucentRenderables
DrawWorld
DropContext
DropPrimary
DullWhite
Dummy_IMaterialProxy003
Dump debug info
Dump entity by prediction classname.
Dump info about this entity to screen.
Dump stats if the particle count exceeds this number.
Dumps the client's soundscape data.\n
Duplicate PLTE chunk
Duplicate attribute name %s encountered!\n
Duplicate bKGD chunk
Duplicate cHRM chunk
Duplicate gAMA chunk
Duplicate hIST chunk
Duplicate iCCP chunk
Duplicate oFFs chunk
Duplicate pCAL chunk
Duplicate pHYs chunk
Duplicate sBIT chunk
Duplicate sCAL chunk
Duplicate sRGB chunk
Duplicate tIME chunk
Duplicate tRNS chunk
DustTrail
DxLvl
E uT
E$kG
E(tb
EHandle (0x%p->%s)
EHandle (NULL)
EHandles differ (net) 0x%p (pred) 0x%p\n
ERROR Memory corruption: CDmxElement::UnpackIntoStructure float buffer overrun!\n
ERROR Memory corruption: CDmxElement::UnpackIntoStructure memcpy buffer overrun!\n
ERROR Memory corruption: CDmxElement::UnpackIntoStructure string buffer overrun!\n
ERROR:  Can't draw studio model %s because %s is not derived from C_BaseAnimating\n
ERROR:  Sprite model's not supported any more except in legacy temp ents\n
ERROR: Ammo (%s) found no CVar named (%s)\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
ERRORNAME
ETABLE
EVENT_LEVELSHUTDOWN:  with negative elapsed time (rt %f starttime %f)\n
E\f90u
E\f9B
E\f9D
E\f9E
E\ffff.
E\fku
E\ft3
E\ftA
E\ftV
E\ftY
Ease In
Ease In/Out
Ease Out
EditMenu
EditablePanel
Eff.
EffectDispatch
Efff.
Efffff.
Effffff.
Embedded profile length in iCCP chunk is negative
Embedded profile length too large in iCCP chunk
Ember Particle Singleton
Ember Particle Singleton [sky]
Emission Duration
Emission Rate
Emission Start Time
EmitSound:  '%s' emitted as '%s' (ent %i)\n
EmitSound:  Raw wave emitted '%s' (ent %i)\n
EmitSound:  Voice wave file %s doesn't specify CHAN_VOICE, CHAN_VOICE2 or CHAN_STREAM for sound %s\n
Emits a closed caption
Emits a random caption
Emitsound
Empty JPEG image (DNL not supported)
Empty input file
Empty language field in iTXt chunk
EmptyBoxColor
Empty_IMaterialProxy003
Enable SteamController
Enable VR mode in the video options before trying to use it.\n
Enable close captioning.
Enable customized player sound playback
Enable debug view texture
Enable for optimization to water - considers view in leaf under water for purposes of culling
Enable parallel processing of C_BaseAnimating::SetupBones()
Enable the rendering of 3d sky boxes
Enable the rendering of sky boxes
Enable the rendering of the hud
Enable the use of the hw morph models. (-1 = never, 1 = always, 0 = based upon GPU)
Enable the use of the hw morph vcd(s). (-1 = never, 1 = always, 0 = based upon GPU)
Enable water reflection
Enable water refraction
Enable/disable extrapolation if interpolation history runs out.
Enable/disable particle rendering
Enable/disable rain profiling.
Enable/disable rain rendering.
Enable/disable rain simulation.
Enable/disable text messages printing on the screen.
Enable/disable voice in this mod.
EnableSaveButton
Enables heavy-handed player teleporting stuck fix code.
Enables the spectator queue system for Arena.
Enables/Disables third person
Encountered duplicate attribute definition for attribute "%s"!
Encountered func_breakablesurf that has a material applied to more than one surface!\n
Encountered invalid element ID data!
End Of Image
End dump.\n
EndAttachment
EnginePost
EngineTraceClient003
Entities
Entity to watch for prediction system changes.
Entity variable to watch in prediction system for changes.
EntityOriginAlyx_IMaterialProxy003
EntityOrigin_IMaterialProxy003
EntityPortalled
EntityRandom_IMaterialProxy003
EntitySpeed_IMaterialProxy003
EntityYaw: %.2f, AimYaw: %.2f, AimPitch: %.2f, MoveX: %.2f, MoveY: %.2f
EnvStarfield
Ep1IntroVortRefract_IMaterialProxy003
Equals_IMaterialProxy003
Erro
Error reading attribute "%s"
Error reading in array attribute "%s" element %d
Error reading weapon data file for: %s\n
Error!  Soundscape recursion overrun!\n
Error! CMapOverview::SetMap: couldn't load file %s.\n
Error! CMapOverview::SetMap: map image must be a square.\n
Error: Bad soundscape!\n
Error: Could not save changes.  File is most likely read only.
Error: mat_queue_mode must be 0 to dump debug rendertargets\n
Event %s was missing tag %s for wav %s\n
Exceeded size limit while expanding chunk
Exit
ExitButton
Expand
ExpandButton
ExpandButton.Color
Expanded
Expected %s found %s ( raw '%s' )! (prev: %s)\n
Expecting ',', didn't find it!
Expecting '[', didn't find it!
Expecting ']', didn't find it!
Expecting 'file', got %s\n
Expecting '{', 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 quoted attribute value for attribute "%s", didn't find one!
Explosion
Exponential Decay
Exponential_IMaterialProxy003
Extra compressed data
Extra compression data
F$G9
F,;F0u
F0@f
F0Yf
F100
F1L?
F1dd
F1zf
F2 f
F2df
F3 u0
F4;F
F4\vCx
F4\vGx
F4x)
F5@uG
F8G9
F8GK
F9G\fu
F<@uF
FACG;}
FCGA;}
FCVAR_NEVER_AS_STRING
FD@9
FH;E
FHx)
FIELD_BOOLEAN
FIELD_CHARACTER
FIELD_CLASSPTR
FIELD_COLOR32
FIELD_CUSTOM
FIELD_EDICT
FIELD_EHANDLE
FIELD_EMBEDDED
FIELD_FLOAT
FIELD_FUNCTION
FIELD_INPUT
FIELD_INTEGER
FIELD_INTERVALFIELD_MODELINDEX
FIELD_MATRIX3X4_WORLDSPACE
FIELD_MODELNAME
FIELD_POSITION_VECTOR
FIELD_QUATERNION
FIELD_SHORT
FIELD_SOUNDNAME
FIELD_STRING
FIELD_TICK
FIELD_TIME
FIELD_VECTOR
FIELD_VMATRIX
FIELD_VMATRIX_WORLDSPACE
FIELD_VOID
FLG9
FX t2
FXC9
FXG9
FXOG9
FX_AR2Tracer
FX_AntlionGib
FX_AntlionImpact
FX_AntlionImpact.ShellImpact
FX_Blood
FX_Bubble
FX_ConcussiveExplosion
FX_ConcussiveExplosion 1
FX_ConcussiveExplosion 2
FX_ConcussiveExplosion 3
FX_ConcussiveExplosion 4
FX_DebrisFlecks
FX_Dust
FX_DustImpact
FX_ElectricSpark
FX_ElectricSpark 1
FX_ElectricSpark 2
FX_ElectricSpark 3
FX_EnergySplash
FX_GaussTracer
FX_GlassImpact
FX_GunshipImpact
FX_GunshipMuzzleEffect
FX_GunshipTracer
FX_GunshotSlimeSplash
FX_GunshotSplash
FX_HunterTracer
FX_MetalScrape 1
FX_MetalSpark
FX_MetalSpark 1
FX_MuzzleEffect
FX_MuzzleEffectAttached
FX_PlayerAR2Tracer
FX_PlayerTracer
FX_Quad::Draw
FX_RicochetSound.Ricochet
FX_Smoke
FX_StriderTracer
FX_Tracer
FX_WaterRipple
F\9AP
F\f9E
F\f;CH
F\fG9
F\fHk
F\fu,9
F\t@ts
Fade
FadeOutWeaponSelectionMenu
Failed to create temporary file %s
Failed to find attachment point specified for particle effect anim event. Trying to spawn effect '%s' on attachment named '%s'\n
Failed to find attachment point specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' on attachment named '%s'\n
Failed to find function %s\n
Failed to reestablish collision model for object\n
Failed to restore physics object\n
Ffffff.
FgColor
Field type name may have changed or inheritance graph changed, save file is suspect\n
Fieldname is not unique: %s\nRename it and try again.
FileSelectionCombo
Filters
Find and list all client entities with classnames that contain the specified substring.\nFormat: cl_find_ent <substring>\n
FindDefaultButton
Fire Particle Singleton
Fire Particle Singleton [sky]
Fire Smoke Particle Singleton
Fire Smoke Particle Singleton [sky]
FireTrail
FireTrail_Smoke
First Control Point Location
First Control Point Number
First Control Point Parent
First control point to set
Flags
FlashWindow
Flashlight Shadows
FlashlightState
FleshInterior_IMaterialProxy003
Flicker
FlightSpeed
FlightTime
Flinch
Flip Percentage
Flushes async'd captions.
Flushes the client side soundscapes
Flushes the sounds.txt system (client only)
FmtStrVSNPrintf truncated to %d without QUIET_TRUNCATION specified!\n
Font
FontPanel_%s
Fonts
Force all water to be cheap water, will show old renders if enabled after water has been seen
Force movement yaw along an animation path.
Force the aspect ratio of the hud. 0 to disable.
ForceStereoRenderToFrameBuffer
Forces a soundscape to play
Forces an action manifest from the app install dir. Arg 0 is the game name, so you get steam_input/action_manifest_[game name].vdf loaded
Format: cl_find_ent <substring>\n
Format: cl_find_ent_index <index>\n
Forward
Found %d matches.\n
Found no entity at %d.\n
Fourth Control Point Location
Fourth Control Point Number
Fourth Control Point Parent
Frac_IMaterialProxy003
Fractional sampling not implemented yet
Fram
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
FrameTitleBar.BgColor
FrameTitleBar.DisabledBgColor
FrameTitleBar.DisabledTextColor
FrameTitleBar.Font
FrameTitleBar.SmallFont
FrameTitleBar.TextColor
FrameTitleButton.BgColor
FrameTitleButton.DisabledBgColor
FrameTitleButton.DisabledFgColor
FrameTitleButton.FgColor
Frames Per Second
Freed EMS handle %u
Freed XMS handle %u
FreezeCam_Only
FreezeFrame_FullScreen
Full
Fx@t+
G F9
G ty
G15_INTERFACE_VERSION001
G2(f
G4;G
G6C;
G8C;]
G<@uB
G<@uI
G<ffffff.
G@9F$t)
GAME
GAMEBIN
GAMEEVENTSMANAGER002
GAMETITLE
GH;E
GPUDeviceID
GPUDriverVersion
GPUDrv
GPUVendor
GRES
GXNF9
G\fffffff.
Game
Game paused time showing up negative (rt %f pausestart %f)\n
GameClientExports001
GameMovement001
GameRulesCreation
GameState.txt
GameStatsUpload_
GameTitle
GameUI
GameUI011
GamepadUI001
GaussEnergy
GaussTracer
GaussianNoise_IMaterialProxy003
Geiger
Geiger.BeepHigh
Geiger.BeepLow
General.BurningFlesh
General.BurningObject
Gesture Slot %d(%s): %s %s(A:%s, C:%f P:%f)\n
Gesture Slot %d(%s): NOT ACTIVE!\n
Gesture slot %d pointing to wrong address %p. Updating to new address %p.\n
GetBoneCache
GetCommand
GetDeathNoticeName not implemented on client yet
GetSpriteAxes: Bad sprite type %d\n
GetState
GetText
GetTracerOrigin: Couldn't find attachment %d on model %s\n
Gfffff.
Gh t
GlassImpact
Got a NaN origin on %s\n
Got a NaN velocity on %s\n
GraphPanel
GraphPanel.BgColor
GraphPanel.FgColor
Gravity
Grenade
Group ID to affect
GrowTime
GunshipImpact
GunshipMuzzleFlash
GunshipTracer
H,;H0u
H4\vNx
HALF-LIFE'
HAT\tK 
HAT\tKAT\tKAT\tKAT\tK 
HD;pt
HDR Demo HUD Element toggle.
HDRColorScale
HDRDemoText
HFont
HH;M
HL2_KILL_ODESSAGUNSHIP
HUDAutoAim
HUDQuickInfo
H\fffff.
Half-Lambert Normals
HapDmg
HapMeleeContact
HapPunch
HapSetConst
HapSetDrag
HeadingLabel
Headtrack mode %d\n
Headtrack mode (zoomed) %d\n
HealthDamageTaken
HealthIncreasedAbove20
HealthIncreasedBelow20
HealthLow
Health_IMaterialProxy003
Height
Height and width must be equal for cubemaps!\n
Height of netgraph panel
HeliBlade_IMaterialProxy003
HelicopterGun
HelicopterImpact
HelicopterMegaBomb
HelicopterTracer
Helper binding for quick loading in Steam Input
Helper binding for quick saving in Steam Input
Hffffff.
Hide the HUD during freeze-cam
HideCommentary
HideNewControlMenu
Hides a viewport panel <name>
HintMessageBg
HintMessageFg
HintMessageHide
HintMessageLower
HintMessageRaise
HintMessageShow
HintSize
HintText
Hold
Hopwire
HorizScrollBar
Hotkey
How far the in-game head will translate before being clamped.
How hard physics objects are pushed away from the players on the server.
How hard the player is pushed away from physics objects (falls off with inverse square of distance).
How long looping soundpatch captions should display for.
How many degrees per second that we can turn our feet or upper body.
How many seconds an eye blink will last.
How much sideways velocity rain gets.
How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots)
How much to enlarge ropes in screen space for antialiasing effect
How much to scale user stick input when the gun is pointing at a valid target.
How much to slow down backwards motion
How often a sentence can repeat.
Hud element '%s' doesn't have an entry '%s' in scripts/HudLayout.res\n
Hud element '%s'/'%s' doesn't have a parent\n
Hud element to examine.
Hud.Hint
HudAmmo
HudAmmoSecondary
HudAnimationInfo
HudBloodSplat
HudBonusProgress
HudChat
HudChat.Message
HudChatFilterPanel
HudChatHistory
HudCloseCaption
HudCommentary
HudCredits
HudCrosshair
HudDamageIndicator
HudDeathNotice
HudFlashlight
HudGeiger
HudHDRDemo
HudHealth
HudHintDisplay
HudHintDisplayLabel
HudHintKeyDisplay
HudHintText
HudHintTextLarge
HudHintTextSmall
HudHistoryResource
HudMenu
HudMessage
HudMsg
HudNumbers
HudNumbersGlow
HudNumbersSmall
HudPlayerDeath
HudPoisonDamageIndicator
HudPortalCrosshair
HudPredictionDump
HudScheme
HudSelectionNumbers
HudSelectionText
HudSquadStatus
HudSuit
HudSuitPower
HudTakeDamageBehind
HudTakeDamageBurn
HudTakeDamageDrown
HudTakeDamageFront
HudTakeDamageHigh
HudTakeDamageHighLeft
HudTakeDamageHighRight
HudTakeDamageLeft
HudTakeDamagePoison
HudTakeDamageRadiation
HudTakeDamageRight
HudText
HudTrain
HudVehicle
HudWeapon
HudWeaponSelection
HudZoom
Huffman code size table overflow
Huffman table 0x%02x was not defined
HunterDamage
HunterMuzzleFlash
HunterTracer
I,tW
I0t\t
I9N\fus
I>gf
I@10C_SteamJet
IA88
IDAT
IDfffff.
IEND
IEffects001
IEngineSoundClient003
IGameSystem::PreRenderAllSystems
IHDR
IMAGE_FORMAT_R32F
IMAGE_FORMAT_RGB323232F
IMAGE_FORMAT_RGBA32323232F
IMAGE_FORMAT_UVLX8888
IMECandidatesMenu
INTERACTIVE
ITEM_FLAG_DOHITLOCATIONDMG
ITEM_FLAG_EXHAUSTIBLE
ITEM_FLAG_LIMITINWORLD
ITEM_FLAG_NOAMMOPICKUPS
ITEM_FLAG_NOAUTORELOAD
ITEM_FLAG_NOAUTOSWITCHEMPTY
ITEM_FLAG_NOITEMPICKUP
ITEM_FLAG_SELECTONEMPTY
IVideoServices002
IXiD0
IXiT
I\fku
IconFont
IconGap
IconInsetX
IconInsetY
If 0, the 360controller.cfg file will be executed on startup & option changes.
If 0, the steam controller .cfg file will be executed on startup & option changes.
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 nonzero, this value will be used to override FOV during demo playback.
If set to 1, running the english language set of assets.
If set, don't show sound effect captions, just voice overs (i.e., won't help hearing impaired players).
If set, ladders can only be mounted by pressing +USE
If set, server only simulates entities on even numbered ticks.\n
If text stream is this long, force usage of small font size.
If this is true the game will switch to VR mode once startup is complete.
If we are in 'smart sprint' and we go under this amount on the joystick, cancel our sprint if sprint is not held.
If we got past this, enable 'smart sprint'.
IgnoreScheme
Ignoring PLTE chunk in grayscale PNG
Ignoring attempt to set cHRM RGB triangle with zero area
Ignoring attempt to set negative chromaticity value
Ignoring attempt to write 16-bit bKGD chunk when bit_depth is 8
Ignoring attempt to write 16-bit tRNS chunk when bit_depth is 8
Ignoring attempt to write bKGD chunk out-of-range for bit_depth
Ignoring attempt to write tRNS chunk out-of-range for bit_depth
Ignoring bad adaptive filter type
Ignoring bogus angles (%f,%f,%f) from vphysics! (entity %s)\n
Ignoring cHRM chunk with negative chromaticities
Ignoring extra png_read_update_info() call; row buffer not reallocated
Ignoring extra png_start_read_image() call; row buffer not reallocated
Ignoring gAMA chunk with out of range gamma
Ignoring iCCP chunk with declared size = %u and actual length = %u
Ignoring incorrect cHRM value when sRGB is also present
Ignoring incorrect gAMA value when sRGB is also present
Ignoring nonzero compression type in iCCP chunk
Ignoring request to write a PLTE chunk in grayscale PNG
Ignoring unreasonable position (%f,%f,%f) from vphysics! (entity %s)\n
Image
Image dimensions must be multiple of 4!\n
Image height exceeds user limit in IHDR
Image height is zero in IHDR
Image is too high to process with png_read_png()
Image too wide for this implementation
Image width exceeds user limit in IHDR
Image width is zero in IHDR
ImagePanel
Impact
Impact.Concrete
ImpactAirboatGunCallback
ImpactCallback
ImpactGauss
ImpactGunship
ImpactHelicopterCallback
ImpactJeep
Improper call to JPEG library in state %d
In the Build Mode Dialog Window:\nDelete button - deletes the currently selected panel if it is deletable.\nApply button - applies changes to the Context Panel.\nSave button - saves all settings to file. \nRevert to saved- reloads the last saved file.\nAuto Update - any changes apply instantly.\nTyping Enter in any text field applies changes.\nNew Control menu - creates a new panel in the upper left corner.\n\nIn the Context Panel:\nAfter selecting and moving a panel Ctrl-z will undo the move.\nShift clicking panels allows multiple panels to be selected into a group.\nCtrl-c copies the settings of the last selected panel.\nCtrl-v creates a new panel with the copied settings at the location of the mouse pointer.\nArrow keys slowly move panels, holding shift + arrow will slowly resize it.\nHolding right mouse button down opens a dropdown panel creation menu.\n  Panel will be created where the menu was opened.\nDelete key deletes the currently selected panel if it is deletable.\n  Does nothing to multiple selections.
In:%f Out:%f Frametime:%f\n
Incomplete compressed datastream in %s chunk
Inconsistent progression sequence for component %d coefficient %d
Incorrect IEND chunk length
Incorrect bKGD chunk index value
Incorrect bKGD chunk length
Incorrect cHRM chunk length
Incorrect gAMA chunk length
Incorrect hIST chunk length
Incorrect oFFs chunk length
Incorrect pHYs chunk length
Incorrect sBIT chunk length
Incorrect sRGB chunk length
Incorrect tIME chunk length
Incorrect tRNS chunk length
InfoPanel
Inherit Velocity
Inherit from Parent
Inherited Velocity Scale
InitPredictable
InitSingleton: pEmitter is NULL
Initial Color Bias
Initial Repulsion Velocity
Initial Scalar Noise
Initial Velocity Noise
Input file read error
InputSystemVersion001
Inside_effects
Insufficient memory (case %d)
Insufficient memory for hIST chunk data
Insufficient memory for pCAL parameter
Insufficient memory for pCAL params
Insufficient memory for pCAL purpose
Insufficient memory for pCAL units
Insufficient memory to process iCCP chunk
Insufficient memory to process iCCP profile
Insufficient memory to process text chunk
Insufficient memory to store iTXt chunk
Insufficient memory to store text
Insufficient memory to store zTXt chunk
Int_IMaterialProxy003
Interlace handling should be turned on when using png_read_image
Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
Interpolation
IntroCreditsNames
Invalid IHDR chunk
Invalid IHDR data
Invalid JPEG file structure: SOS before SOF
Invalid JPEG file structure: missing SOS marker
Invalid JPEG file structure: two SOF markers
Invalid JPEG file structure: two SOI markers
Invalid PLTE after IDAT
Invalid SOS parameters for sequential JPEG
Invalid arg count.\n
Invalid attach type specified for particle effect anim event. Trying to spawn effect '%s' with attach type of '%s'\n
Invalid attach type specified for particle effect in model '%s' keyvalues section. Trying to spawn effect '%s' with attach type of '%s'\n
Invalid attempt to read row data
Invalid bKGD after IDAT
Invalid background palette index
Invalid bit depth for RGB image
Invalid bit depth for RGBA image
Invalid bit depth for grayscale image
Invalid bit depth for grayscale+alpha image
Invalid bit depth for paletted image
Invalid bit depth in IHDR
Invalid cHRM after IDAT
Invalid cHRM blue point
Invalid cHRM green point
Invalid cHRM red point
Invalid cHRM white point
Invalid color quantization mode change
Invalid color type in IHDR
Invalid color type/bit depth combination in IHDR
Invalid component ID %d in SOS
Invalid compression type specified
Invalid crop request
Invalid directory size %d for %s\n
Invalid file id for %s\n
Invalid file version for %s\n
Invalid filter method in IHDR
Invalid filter type specified
Invalid format for element ID encountered for attribute "%s"
Invalid format for pCAL parameter
Invalid function pointer in entity!\n
Invalid gAMA after IDAT
Invalid hIST after IDAT
Invalid iCCP after IDAT
Invalid image color type specified
Invalid image height in IHDR
Invalid image width in IHDR
Invalid index passed to CStudioHdr(%s)::GroupStudioHdr(): %d, but max is %d\n
Invalid interlace type specified
Invalid memory pool code %d
Invalid node
Invalid number of colors in palette
Invalid number of histogram entries specified
Invalid number of transparent colors specified
Invalid oFFs after IDAT
Invalid pCAL after IDAT
Invalid pCAL data
Invalid pCAL equation type
Invalid pCAL parameters for equation type
Invalid pHYs after IDAT
Invalid palette chunk
Invalid palette length
Invalid palette size, hIST allocation skipped
Invalid progressive parameters Ss=%d Se=%d Ah=%d Al=%d
Invalid progressive parameters at scan script entry %d
Invalid sBIT after IDAT
Invalid sBIT depth specified
Invalid sCAL after IDAT
Invalid sCAL chunk ignored: bad height format
Invalid sCAL chunk ignored: bad width format
Invalid sCAL height
Invalid sCAL height ignored
Invalid sCAL ignored: invalid unit
Invalid sCAL unit
Invalid sCAL width
Invalid sCAL width ignored
Invalid sPLT after IDAT
Invalid sRGB after IDAT
Invalid sRGB rendering intent specified
Invalid scan script at entry %d
Invalid starting amplitude value in envelope!  (Cannot be -1)\n
Invalid starting duration value in envelope! (Cannot be -1)\n
Invalid tRNS after IDAT
Invalid time specified for tIME chunk
Invalid zlib compression method or flags in IDAT
Invalidate
Invert Abs Value
IsNPC_IMaterialProxy003
IsPc
IsRenderingPortal
ItemColor
ItemContextMenu
ItemDeselected
ItemDoubleLeftClick
ItemFadeInTime
ItemFadeOutTime
ItemFont
ItemFontPulsing
ItemHiddenTime
ItemLeftClick
ItemPickup
ItemSelected
JFIF APP0 marker: version %d.%02d, density %dx%d  %d
JFIF extension marker: JPEG-compressed thumbnail image, length %u
JFIF extension marker: RGB thumbnail image, length %u
JFIF extension marker: palette thumbnail image, length %u
JFIF extension marker: type 0x%02x, length %u
JOY_AXIS_R
JOY_AXIS_U
JOY_AXIS_V
JOY_AXIS_X
JOY_AXIS_Y
JOY_AXIS_Z
JPEG datastream contains no image
JPEG parameter struct mismatch: library thinks size is %u, caller expects %u
JPEGMEM
Jffff.
Jiggle bone #%d, basePos( %3.2f, %3.2f, %3.2f ), tipPos( %3.2f, %3.2f, %3.2f ), left( %3.2f, %3.2f, %3.2f ), up( %3.2f, %3.2f, %3.2f ), forward( %3.2f, %3.2f, %3.2f )\n
JoystickCamera
Jump
K13C_PropAirboat
K@ff.
KNQ\rMO
KdOA
KeyCodePressed
KeyCodeReleased
KeyCodeTyped
KeyFocusTicked
KeyHintMessageHide
KeyHintMessageShow
KeyHintText
KeyModeSet
KeyTyped
KeyValues Error: %s in file %s\n
KeyValues::ParseIncludedKeys: Couldn't load included keyvalue file %s\n
KeyValues::RecursiveSaveToFile: TODO, missing code for TYPE_COLOR.\n
KeyValues::SaveToFile: couldn't open file "%s" in path "%s".\n
Kff.
KillCam
KillFocus
Kochanek-Bartels
Kochanek-Bartels Early
Kochanek-Bartels Late
Kpffffff.
L0&f
L0.f
L0\fk
L3\f1
L3\nf
L8.f
L8\f9
L9\ff
L9x!
L>23C_OP_PerParticleEmitter
L>333?
L?33
LOS Failure Scalar
LOS collision group
Label
Label.BgColor
Label.DisabledFgColor1
Label.DisabledFgColor2
Label.SelectedTextColor
Label.TextBrightColor
Label.TextColor
Label.TextDullColor
LabelChanged
LabelColor
LabelFont
Language
LanguageMenu
LargeBoxTall
LargeBoxWide
LastMemberColor
Layer %s: Weight: %.2f, Cycle: %.2f
LeftFoot
LeftTitleY
Length
Length of the Pre-Round time
LessOrEqual_IMaterialProxy003
LevelInit
Lfff.
Lfffff.
Lifespan Decay
Lifespan Minimum Velocity Decay
Lifespan from distance to world
Lifetime From Sequence
Lifetime Pre-Age Noise
Lifetime Random
Lifetime from Time to Impact
Light 1 0% Distance
Light 1 50% Distance
Light 1 Color
Light 1 Control Point
Light 1 Control Point Offset
Light 1 Direction
Light 1 Dynamic Light
Light 1 Spot Inner Cone
Light 1 Spot Outer Cone
Light 1 Type 0=Point 1=Spot
Light 2 0% Distance
Light 2 50% Distance
Light 2 Color
Light 2 Control Point
Light 2 Control Point Offset
Light 2 Direction
Light 2 Dynamic Light
Light 2 Spot Inner Cone
Light 2 Spot Outer Cone
Light 2 Type 0=Point 1=Spot
Light 3 0% Distance
Light 3 50% Distance
Light 3 Color
Light 3 Control Point
Light 3 Control Point Offset
Light 3 Direction
Light 3 Dynamic Light
Light 3 Spot Inner Cone
Light 3 Spot Outer Cone
Light 3 Type 0=Point 1=Spot
Light 4 0% Distance
Light 4 50% Distance
Light 4 Color
Light 4 Control Point
Light 4 Control Point Offset
Light 4 Direction
Light 4 Dynamic Light
Light 4 Spot Inner Cone
Light 4 Spot Outer Cone
Light 4 Type 0=Point 1=Spot
Light style overflow\n
Line
Linear Interp.
LinearRamp_IMaterialProxy003
LiquidPortal_InnerLiquid
ListImage
ListPanel
ListPanel.BgColor
ListPanel.DisabledSelectedTextColor
ListPanel.DisabledTextColor
ListPanel.EmptyListInfoTextColor
ListPanel.SelectedBgColor
ListPanel.SelectedOutOfFocusBgColor
ListPanel.SelectedTextColor
ListPanel.TextBgColor
ListPanel.TextColor
ListViewItem
ListViewItemSelected
ListViewPanel
Lkh9Fgc^A
LoadFromBuffer: missing {
Loading action manifest: %s\n
LoadingLabel
LocalActiveWeaponData
LocalWeaponData
Localization
Lock the current studio stats entity selection
Locks map angle, doesn't follow view angle.\n
Lod at level at which visemes stops always considering two phonemes, regardless of duration.
Logitech G-15 Keyboard update interval.
Logitech LCD Keyboard initialized\n
LogoTimeMsg
Look
LookupActivity
LookupSequence
M$ffffff.
MAX_ALLOC_CHUNK is wrong, please fix
MDLCache004
MGiI
MNG features are not allowed in a PNG datastream
MQC,ARD
M\f9K$v\t9K@s
M\f9L
M\f9L>
M\f9M
M\f\tHh
M\fff.
M\ffff.
M\fffff.
M\fkE
M\ft1
M\ftY
Main: %s, Cycle: %.2f\n
Makes ropes use average of cubemap lighting instead of max intensity.
Malformed iCCP chunk
Malformed iTXt chunk
MalfunctionLabel
ManhackCut
ManhackSparks
Map uses old detail prop file format.. ignoring detail props\n
MapDescriptionText
MapEntity_ParseAllEntities: found %s when expecting {
MapInfo
MapOff
MapTime
MapZoomToLarge
MapZoomToSmall
Marlett
MarlettSmall
MatSystemSurface008
Match Particle Velocities
Material
MaterialButton
MaterialImage
MaterialModifyAnimated_IMaterialProxy003
MaterialModify_IMaterialProxy003
MaterialSystemHardwareConfig012
Materials
Materials using the pupil proxy must have a field called $lighting which has a value of 0.5!\n
MatrixRotate_IMaterialProxy003
Max Active Snow Volume Count!\n
Max FOV of the HUD
Max Velocity
Max distance from the camera at which things will be rendered
Max mouse move scale factor, 0 for no limit
Max score one team can reach before server changes maps
Max view roll angle
MaxFPS
Maximize
Maximum Trace Length
Maximum Velocity
Maximum amount of force applied to physics objects by players.
Maximum clientside physic props
Maximum of how hard the player is pushed away from physics objects.
Maximum prop breakable piece count (-1 = model default)
Maximum prop breakable piece count per frame (-1 = model default)
Maximum random distance from the target to stop when framing them in observer freeze cam.
Maximum speed any ballistically moving object is allowed to attain per axis.
Maximum supported image dimension is %u pixels
Maximum think time in milliseconds, warning is printed if this is exceeded.
Maximum visible distance
MbP?
MedalPointer00
MedalPortalGold
MediumBoxTall
MediumBoxWide
MeleeWeapon
Memory allocation failed while processing sCAL
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
MenuBoxBg
MenuBoxColor
MenuButton
MenuClose
MenuColor
MenuItem
MenuItemColor
MenuItemFont
MenuItemFontPulsing
MenuItemHighlight
MenuItemSelected
MenuOpen
MenuPulse
MenuScrollBar
MenuSeparator
MenuTextFont
MenuTitle
Message '%s' not handled by panel '%s'\n
Message '%s', sent to '%s', has an invalid parameter type\n
Message '%s', sent to '%s', has invalid parameter types\n
Message Title
MessageBox
MessageBoxText
MessageTitle
Meta class %s duplicately defined (file %s)\n
MetaClass missing for %s\n
Mffff.
Mfffff.
Mffffff.
MinFPS
Minimize
MinimizeToSysTray
Minimum distance from the player that a clientside prop must be before it's allowed to respawn.
Minimum number of caption items to show.
Minimum random distance from the target to stop when framing them in observer freeze cam.
Minimum size of pushback objects
Minimum stopping speed when on ground.
Miscellaneous marker 0x%02x, length %u
Missile.ShotDown
Missing Huffman code table entry
Missing IHDR before IDAT
Missing IHDR before PLTE
Missing IHDR before bKGD
Missing IHDR before cHRM
Missing IHDR before gAMA
Missing IHDR before hIST
Missing IHDR before iCCP
Missing IHDR before iTXt
Missing IHDR before oFFs
Missing IHDR before pCAL
Missing IHDR before pHYs
Missing IHDR before sBIT
Missing IHDR before sCAL
Missing IHDR before sPLT
Missing IHDR before sRGB
Missing IHDR before tEXt
Missing IHDR before tRNS
Missing IHDR before zTXt
Missing PLTE before IDAT
Missing PLTE before bKGD
Missing PLTE before cHRM
Missing PLTE before hIST
Missing PLTE before tRNS
Missing caption for '%s'\n
Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n
Model textures
Module %s is a debug build\n
MotionBlur
MotionBlur_IMaterialProxy003
Mouse filtering (set this to 1 to average the mouse over 2 frames).
Mouse forward factor.
Mouse move is raised to this power before being scaled by scale factor.
Mouse parameter '%s' set to %i\n
Mouse pitch factor.
Mouse sensitivity.
Mouse side factor.
Mouse yaw factor.
MouseCaptureLost
MouseDoublePressed
MouseFocusTicked
MousePressed
MouseReleased
MouseTriplePressed
MouseWheeled
Move
Move Particles Between 2 Control Points
MoveScrollBar
MoveScrollBarDirect
Movement
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
Movement Rotate Particle Around Axis
Movement will be relative to the camera, eg: left means screen-left
MovieExplosion
Multiply_IMaterialProxy003
Must run with -g15 to enable support for the LCD Keyboard\n
MuzzleFlash
MuzzleFlash_357_Player
MuzzleFlash_Airboat
MuzzleFlash_Chopper
MuzzleFlash_Combine_NPC
MuzzleFlash_Combine_Player
MuzzleFlash_Gunship
MuzzleFlash_Hunter
MuzzleFlash_Pistol_Player
MuzzleFlash_SMG1_Player
MuzzleFlash_Shotgun_NPC
MuzzleFlash_Shotgun_Player
MuzzleFlash_Strider
N sg
N$G9
N10C_Hairball17CHairballDelegateE
N12C_BaseEntity22NetworkVar_m_CollisionE
N12C_BaseEntity22NetworkVar_m_ParticlesE
N12C_BasePlayer18NetworkVar_m_LocalE
N12_GLOBAL__N_115ScrollBarButtonE
N12_GLOBAL__N_116CaptionGripPanelE
N12_GLOBAL__N_19GripPanelE
N13CBaseViewport16CBackGroundPanelE
N13sky3dparams_t14NetworkVar_fogE
N14CBaseWaterView25CSoftwareIntersectionViewE
N14CSimplePhysics7IHelperE
N14C_NPC_Barnacle24CBarnaclePhysicsDelegateE
N14C_RopeKeyframe16CPhysicsDelegateE
N15CAboveWaterView15CReflectionViewE
N15CAboveWaterView15CRefractionViewE
N15CAboveWaterView17CIntersectionViewE
N15CUnderWaterView15CRefractionViewE
N15PrecacheTracers20ClientEffectRegisterE
N17PrecacheGunshipFX20ClientEffectRegisterE
N18PrecacheEffectWarp20ClientEffectRegisterE
N18PrecacheViewRender20ClientEffectRegisterE
N19PrecacheEffectBuild20ClientEffectRegisterE
N19PrecacheEffectsTest20ClientEffectRegisterE
N19PrecacheMuzzleFlash20ClientEffectRegisterE
N19PrecachePlayerDecal20ClientEffectRegisterE
N19SmokeStackMaterials20ClientEffectRegisterE
N20PrecacheEffectFlares20ClientEffectRegisterE
N20PrecacheEffectSparks20ClientEffectRegisterE
N20PrecacheEffectSplash20ClientEffectRegisterE
N21PrecacheEffectImpacts20ClientEffectRegisterE
N21PrecachePrecipitation20ClientEffectRegisterE
N22PrecacheEffectCrossbow20ClientEffectRegisterE
N22PrecacheOcclusionProxy20ClientEffectRegisterE
N23PrecacheEffectDusttrail20ClientEffectRegisterE
N23PrecacheEffectPortalgun20ClientEffectRegisterE
N23PrecacheEffectStunstick20ClientEffectRegisterE
N23PrecacheSmokeFogOverlay20ClientEffectRegisterE
N24PrecacheEffectBloodSpray20ClientEffectRegisterE
N24PrecacheEffectEnergyBall20ClientEffectRegisterE
N24PrecacheEffectPlasmaBeam20ClientEffectRegisterE
N24PrecacheEffectVGuiScreen20ClientEffectRegisterE
N25PrecacheEffectCombineBall20ClientEffectRegisterE
N25PrecacheEffectMuzzleFlash20ClientEffectRegisterE
N26PrecacheEffectGlassShatter20ClientEffectRegisterE
N29PrecachePostProcessingEffects20ClientEffectRegisterE
N30PrecachePortalDrawingMaterials20ClientEffectRegisterE
N39PrecacheFlatBasicPortalDrawingMaterials20ClientEffectRegisterE
N4t7
N4vgui10BuildGroupE
N4vgui10CheckImageE
N4vgui10ClickPanelE
N4vgui10GraphPanelE
N4vgui10ImagePanelE
N4vgui10MenuButtonE
N4vgui10MessageBoxE
N4vgui10RadioImageE
N4vgui11BaseTooltipE
N4vgui11CItemButtonE
N4vgui11CheckButtonE
N4vgui11FrameButtonE
N4vgui11ProgressBarE
N4vgui11RadioButtonE
N4vgui11TextTooltipE
N4vgui12ExpandButtonE
N4vgui12IClientPanelE
N4vgui12ListViewItemE
N4vgui12ToggleButtonE
N4vgui12TreeNodeTextE
N4vgui13EditablePanelE
N4vgui13FocusNavGroupE
N4vgui13ListViewPanelE
N4vgui13MenuSeparatorE
N4vgui13TreeNodeImageE
N4vgui14ComboBoxButtonE
N4vgui14PanelListPanelE
N4vgui15BuildModeDialogE
N4vgui15ScrollBarSliderE
N4vgui16RichTextInteriorE
N4vgui16TreeViewSubPanelE
N4vgui17CBitmapImagePanelE
N4vgui17FrameSystemButtonE
N4vgui18ScalableImagePanelE
N4vgui18SectionedListPanelE
N4vgui19AnimatingImagePanelE
N4vgui19AnimationControllerE
N4vgui20CTreeViewListControlE
N4vgui21ContinuousProgressBarE
N4vgui21CvarToggleCheckButtonI9ConVarRefEE
N4vgui24SectionedListPanelHeaderE
N4vgui29IForceVirtualInheritancePanelE
N4vgui32IPanelAnimationPropertyConverterE
N4vgui4MenuE
N4vgui5FrameE
N4vgui5ImageE
N4vgui5LabelE
N4vgui5PanelE
N4vgui6ButtonE
N4vgui6IImageE
N4vgui6SliderE
N4vgui7DividerE
N4vgui7MenuBarE
N4vgui8ComboBoxE
N4vgui8MenuItemE
N4vgui8TreeNodeE
N4vgui8TreeViewE
N4vgui8URLLabelE
N4vgui9ListPanelE
N4vgui9ScrollBarE
N4vgui9TextEntryE
N4vgui9TextImageE
N@ffff.
NH;M
NONE
NPCShadowBoneSetups
NPC_Citizen.RunFootstepLeft
NPC_Citizen.RunFootstepRight
NPC_CombineS
NPC_Manhack.BladeSound
NPC_Manhack.EngineSound1
NPC_Manhack.EngineSound2
NULL
NULL Ent in UTIL_PrecacheOther\n
NULL row buffer for row %ld, pass %d
NULLNAME
NV_DST16
NV_DST24
NV_INTZ
NV_NULL
NV_RAWZ
N\ffff.
Negative or zero gamma ignored
NetworkSystemVersion001
Networked, error checked
Networked, not checked
NeuroToxinScreen
NewControls
Next
NextChild
Nff.
Nfffff.
No IDATs written into file
No Sprite %d!\n
No caption found for '%s'\n
No case for Muzzleflash type: %d\n
No field '%s' in datamap_t for entity %d/%s\n
No image in file
No memory for pCAL params
No memory for pCAL purpose
No memory for sPLT palettes
No memory to process iTXt chunk
No memory to process text chunk
No model %d!\n
No prediction datamap_t for entity %d/%s\n
No room for effect %s\n
No space in chunk cache for iTXt
No space in chunk cache for sPLT
No space in chunk cache for tEXt
No space in chunk cache for unknown chunk
No space in chunk cache for zTXt
No such Panel Animation class %s\n
No such element %s\n
No such file
No temp ent.\n
No view anim created, use viewanim_create
No view anim created\n
Noise Scalar
Noise Vector
Non-vgui hud element %s\n
NonNPCShadowBoneSetups
None
Normal
Not a JPEG file: starts with 0x%02x 0x%02x
Not a PNG file
Not enough image data
Not enough memory to decompress chunk
Not enough memory to process iTXt chunk
Not enough memory to process text chunk
Not enough memory to process zTXt chunk
Not implemented yet
Not networked, no differences
Notification_Background
Notification_Icon
NumCores
NumGoal
NumLevels
NumPlayer
NumSegments
NumberColor
NumberDisplay
NumberFont
NumberGlowFont
NumericInputOnly
O$B9
O89N8|
OH;M
ONUS
Obtained EMS handle %u
Obtained XMS handle %u
Off.
Offffff.
Offset instead of accelerate
Offset proportional to radius 0/1
OldParticleSystem_ActivateEmitter
OldParticleSystem_Create
OldParticleSystem_Destroy
OnCancel
OnChangeChild
OnCursorMoved
OnGameRulesCreationStringChanged: game rules entity (%s) not created
OnGameRulesCreationStringChanged: missing gamerules class '%s' on the client
OnMouseFocusTicked
OnNavigateFrom
OnNavigateTo
OnOk
OnRenderStart
OnRenderStart->CViewRender::SetUpView
OnRenderStart: dirty bone caches
OnRequestFocus
OnScreenSizeChanged
Only compression method 8 is supported by PNG
Only compression windows <= 32k supported by PNG
Only compression windows >= 256 supported by PNG
Open all portals
OpenCloseTime
OpenColumnChoiceMenu
OpenContextMenu
OpenWeaponSelectionMenu
Opened temporary file %s
Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
Orient Rotation to 2D Direction
Oscillate Scalar
Oscillate Vector
Other replacements:\n\n
Other textures
Other_Model_Rendering
Out of Memory
Out of memory processing zTXt chunk
Out of memory while procesing keyword
Out of memory while processing sCAL chunk
Out of memory while processing sPLT chunk
Out of memory while processing unknown chunk
Out of place IHDR
Out of place gAMA chunk
Out of place iCCP chunk
Out of place sBIT chunk
Out of place sRGB chunk
Out of place tIME chunk
Output field 0-2 X/Y/Z
Output file write error --- out of disk space?
OutroAsciiArt
OutroCreditsNames
OutroSongLyrics
Overflow %d temporary ents!\n
Overflowed rope queued rendering memory stack. Needed %d, have %d/%d\n
Override the far clipping plane. -1 means to use the value in env_fog_controller.
Override view during demo playback
Overview map translucency.\n
Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n
Overwriting physics object for %s\n
P 3E
P,uc
P0fff.
P12C_BaseEntity
P4;u
P8;u
P8?2
P?22IBreakableWithPropData
P@ffffff.
PANEL_COMMENTARY_MODELVIEWER
PANEL_INFO
PANEL_NAV_PROGRESS
PANEL_SCOREBOARD
PANEL_SPECGUI
PANEL_SPECMENU
PARTICLE SYSTEM: Unable to load manifest file '%s'\n
PASSABLE
PD9X
PD9p
PD9x
PH;U
PISTOL
PLTE
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
PNG file corrupted by ASCII conversion
PNG fixed point integer out of range
PNG unsigned integer out of range
POV manipulator operates on diagonal axes, too.
PVS notifier not in m_PVSNotifierMap\n
P\fff.
PaintBackgroundType
Panel
Panel.BgColor
Panel.FgColor
PanelListEmbedded
PanelListPanel
PanelListPanelVScroll
PanelMoved
PanelPtr
Particle Performance Metric : %d
Particle Simulation
Particle textures
Particle/Effect_Rendering
ParticleEffect
ParticleEffectNames
ParticleEffectStop
ParticleMgr()->Simulate
ParticleSmokeGrenade
ParticleSphereProxy_IMaterialProxy003
ParticleSystem_Create
ParticleSystem_Destroy
ParticleSystem_SetControlPointObject
ParticleSystem_SetControlPointOrientation
ParticleSystem_SetControlPointPosition
ParticleSystem_StopEmission
ParticleTracer
Particlelib: Missing precache for particle system type "%s"!\n
Particles
Particles: Missing '%s'\n
Paste
Per Particle Emitter
Per Particle World Collision Tests
Perform client side prediction of weapon effects.
Perform client side prediction.
Perform server side lag compensation of weapon firing events.
Pfffff.
Phoneme delay to account for sound system latency.
PhysBlockHeader_t
PhysObjectHeader_t
Physics
Physics object pointer unexpectedly non-null before restore. Should be creating physics object in CreatePhysics()?\n
Physics.WaterSplash
PhysicsSimulate: %s bad movetype %d
PinCorner
PinnedCornerOffsetX
PinnedCornerOffsetY
Pistol
Pitch: %6.1f   Yaw: %6.1f   Dist: %6.1f %16s
Pitch: %6.1f   Yaw: %6.1f   Dist: %6.1f %19s
Pitch: %6.1f   Yaw: %6.1f %38s
Pixel vis system using %d sets total (%d in free list), %d queries total (%d in free list)\n
Pixels visible: %d (qh:%d) (frame:%d)\n
Pixels visible: %d (qh:%d) Pixels possible: %d (qh:%d) (frame:%d)\n
Plane Normal
PlasmaGlowFade
Play a sound from the game sounds txt file
Play footstep sound for players
PlayImpactSound
Player %d doesn't have gesture slot %d any more.\n
Player will aim in the direction they are moving.
Player.AmbientUnderWater
Player.DenyWeaponSelection
Player.SprintStart
Player.Swim
Player.WeaponSelected
Player.WeaponSelectionClose
Player.WeaponSelectionMoveSlot
PlayerList
PlayerLogo_IMaterialProxy003
PlayerPosition_IMaterialProxy003
PlayerProximity_IMaterialProxy003
PlayerSpeed_IMaterialProxy003
PlayerTeamMatch_IMaterialProxy003
PlayerView_IMaterialProxy003
Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>
Plays a video: <filename> [width height]
Playsoundscape %s:Unknown command %s\n
PoisonDamageCured
PoisonDamageTaken
PollHideCode
Portal.ambient_loop
Portal.button_down
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_Clock
Portal.room1_radio
Portal.stair_clack
PortalBlast
PortalOpenAmount_IMaterialProxy003
PortalPickAlphaMask_IMaterialProxy003
PortalStaticModel_IMaterialProxy003
PortalStatic_IMaterialProxy003
PortalStatsDisplayScreens
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 from Parent Cache
Position on Model Random
PostEntityPacketReceived
PostNetworkDataReceived
Potential overflow in png_zalloc()
Pre-Age Noise
PreEntityPacketReceived
PreEntityPacketReceived(no commands ack)
PreRender
Precached
Prediction
Premature end of JPEG file
Premature end of input file
PressButton
Prev
PrevChild
Prevent passing through a plane
Prevent passing through static part of world
ProcessOnDataChangedEvents
Profile size field missing from iCCP chunk
ProgressBar
ProgressBar.BgColor
ProgressBar.FgColor
ProgressBarBorder
ProgressBarSizer
PropBreakableCreateAll: Could not create model %s\n
PropDatafile
Pull towards control point
Pulse
PupilCloseRate
PupilOpenRate
Pupil_IMaterialProxy003
Q0kO
Q2XXR
QD9p|
QH;E
Qfff.
Qkkbal
Ql9E
QtOC
Quad
Quantization table 0x%02x was not defined
Quantizing to %d = %d*%d*%d colors
Quantizing to %d colors
QuarterSizeFB
QueryMonitorTexture
QueryParticleManifest
QueuedLoaderVersion004
Qx\tP4
R(J9
R4ff.
RDs%
RGB565
RGB888
RGB888_BLUESCREEN
RGBA16161616
RGBA16161616F
RGBA8888
RPGShotDown
RPG_Round
RST%d
RadioButton
RadioButton.ArmedTextColor
RadioButton.SelectedTextColor
RadioButton.TextColor
RadioButtonChecked
Radius Random
Radius Scale
RagdollImpact
Rain render    : %du
Rain simulation: %du (%d tracers)
Random Cull
Random Parent Particle Distribution
Random Sound %s:Unknown command %s\n
Randomly Flip Yaw
Read Error
Read failed on temporary file
Read from EMS failed
Read from XMS failed
Reading externally referenced elements is not supported!\n
RecursiveLoadFromBuffer:  got EOF instead of keyname
RecursiveLoadFromBuffer:  got NULL key
RecursiveLoadFromBuffer:  got conditional between key and value
RecursiveLoadFromBuffer:  got empty keyname
RecursiveLoadFromBuffer:  got } in key
ReinitPredictables
Reinitialized %i predictable entities\n
ReloadLocalization
Reloading G15 config\n
Reloads hud layout and animation scripts.
Reloads the Logitech G-15 Keyboard configs.
Remap CP Speed to CP
Remap Control Point to Scalar
Remap Control Point to Vector
Remap Distance Between Two Control Points to Scalar
Remap Distance to Control Point to Scalar
Remap Dot Product to Scalar
Remap Initial Distance to Control Point to Scalar
Remap Initial Scalar
Remap Noise to Scalar
Remap Scalar
Remap Scalar to Vector
Remove the decals from the entity under the crosshair.
Removing unack'ed predicted entity:  %s created %s(%i) id == %s : %p\n
Render physics collision models in wireframe
Render portal views using stencils (if available)
RenderTargets
RenderView
RenderWorld
Repaint
Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
RequestFocus
RequestState
Requested feature was omitted at compile time
Reset
ResetHUD
ResizeColumnToContents
Resource/UI/BottomSpectator.res
Resource/UI/CommentaryModelViewer.res
Resource/UI/NavProgress.res
Resource/UI/ScoreBoard.res
Resource/UI/Spectator.res
Resource/UI/TeamMenu.res
Resource/UI/TextWindow.res
Resource/spectatormenu.res
Resource/spectatormodes.res
Resource\warning.wav
Restore underflow!\n
RestoreEntityToPredictedFrame
RestoreOriginalEntityState
Restoring player view height\n
Restrict everyone to melee weapons only while in Sudden Death.
Restricts spectator modes for dead players
RevertToSaved
Rfff.
Rfffff.
Rffffff.
RichText
RichText.BgColor
RichText.InsetX
RichText.InsetY
RichText.SelectedBgColor
RichText.SelectedTextColor
RichText.TextColor
RichText: textfile parameter '%s' not found.\n
RichTextInterior
RifleShellEject
RightFoot
RightTitleY
Rl9]
Rl9~$
RocketTrail
Rope subdivision amount
Ropes
Rotation Axis
Rotation Basic
Rotation Offset
Rotation Orient Relative to CP
Rotation Orient to 2D Direction
Rotation Random
Rotation Rate
Rotation Speed Random
Rotation Spin Roll
Rotation Spin Yaw
Rotation Yaw Flip Random
Rotation Yaw Random
RoundedCorners
Row has too many bytes to allocate in memory
Rumble
SHOTGUN
SKIN
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
SPHapWeapEvent
STEAMAPPLIST_INTERFACE_VERSION001
STEAMAPPS_INTERFACE_VERSION008
STEAMHTMLSURFACE_INTERFACE_VERSION_005
STEAMHTTP_INTERFACE_VERSION003
STEAMINVENTORY_INTERFACE_V003
STEAMMUSICREMOTE_INTERFACE_VERSION001
STEAMMUSIC_INTERFACE_VERSION001
STEAMPARENTALSETTINGS_INTERFACE_VERSION001
STEAMREMOTESTORAGE_INTERFACE_VERSION016
STEAMSCREENSHOTS_INTERFACE_VERSION003
STEAMUGC_INTERFACE_VERSION015
STEAMUSERSTATS_INTERFACE_VERSION012
STEAMVIDEO_INTERFACE_V002
SUB_Remove called on entity with health > 0\n
SWVP
Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.
Sampling factors too large for interleaved scan
Save
Save current animation to file
Save/Restore overflow!\n
SaveButton
SaveRestoreBlockHeader_t
SayText
SayText2
ScalableImagePanel
Scale down the main viewport (to reduce GPU impact on CPU profiling)
Scale of the default inner deadzone
Scale of the default outer pegged amount
Scale sensitivity of rumble effects (0 to 1.0)
Scale the viewport back up
Scale value = %f
Scan script does not transmit all data
SceneFileCache002
Scenes
Scheme Visualizer - scheme: "%s"
SchemeVisualizer
ScrollBar
ScrollBar.Wide
ScrollBarButton.ArmedBgColor
ScrollBarButton.ArmedFgColor
ScrollBarButton.BgColor
ScrollBarButton.DepressedBgColor
ScrollBarButton.DepressedFgColor
ScrollBarButton.FgColor
ScrollBarButtonBorder
ScrollBarButtonDepressedBorder
ScrollBarSlider
ScrollBarSlider.BgColor
ScrollBarSlider.FgColor
ScrollBarSliderBorder
ScrollBarSliderMoved
ScrollBar_Horizontal
ScrollBar_Vertical
ScrollButtonPressed
Searches for soundname which emits specified text.
Searching for client entities with classname containing substring: '%s'\n
Second Control Point Location
Second Control Point Number
Second Control Point Parent
Seconds:%d Fraction:%f Sample:%d  L:%f R:%f\n
SectionHeader
SectionedListPanel
SectionedListPanel.BgColor
SectionedListPanel.BrightTextColor
SectionedListPanel.DividerColor
SectionedListPanel.Font
SectionedListPanel.HeaderTextColor
SectionedListPanel.OutOfFocusSelectedBgColor
SectionedListPanel.OutOfFocusSelectedTextColor
SectionedListPanel.SelectedBgColor
SectionedListPanel.SelectedTextColor
SectionedListPanel.TextColor
SectionedListPanelHeader
SectionedListPanelHeader.BgColor
SectionedScrollBar
Seek failed on temporary file
SelectFirstIfNonZero_IMaterialProxy003
SelectWeightedSequence
Selected %d colors for quantization
SelectedBoxColor
SelectedFgColor
SelectedImage
SelectionAlpha
SelectionBoxBg
SelectionEmptyBoxBg
SelectionGrowTime
SelectionNumberFg
SelectionNumberXPos
SelectionNumberYPos
SelectionSelectedBoxBg
SelectionTextFg
SentenceMode
SentenceModeMenu
Sequence Random
Sequence Two Random
Server
ServerMapCycle
ServerName
ServerUploadGameStats001
Set Control Point Positions
Set Control Point To Particles' Center
Set Control Point To Player
Set a Rich Presence Context: user_context <context id> <context value>
Set a Rich Presence Property: user_property <property id>
Set child control points from particle positions
Set developer message level.
Set how many seconds the client will extrapolate entities for.
Set positions in world space
Set shadow angles
Set shadow color
Set shadow direction
Set shadow distance
Set spectator mode
Set the max dimension for the map.  This determines the far clipping plane
Set to 0 to not show on-screen help
Set to 1 to use mouse for look, 0 for keyboard look. Cannot be set while connected to a server.
SetActiveControl
SetAnimation
SetAsCurrentDefaultButton
SetAsDefaultButton
SetClipboardText
SetFocus
SetFont
SetProgress
SetSortColumn
SetState
SetString
SetText
SetTexture
SetTitle
Sets a mode for r_studio_stats. Modes are as follows:\n\t0 = Entity under your crosshair\n\t1 = Weapon held by player under your crosshair\n\t2 = Your viewmodel\n\t3 = The first entity attached to your viewmodel
Sets overview map mode off,small,large: <0|1|2>
Sets overview map zoom: <zoom> [<time>] [rel]
Sets the base field-of-view.
Sets the interpolation amount (bounded on low side by server interp ratio settings).
Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
Sets the scale of time for client-side physics (ragdolls)
Sets the style of capture point blocking used. 0 = Blocks break captures completely. 1 = Blocks only pause captures.
Sets the style of capture points used. 0 = Fixed players required to cap. 1 = More players cap faster, but longer cap times.
Setting CBeam to non-sprite model %s\n
Setting CSprite to non-sprite model %s\n
SetupBones: invalid bone array size (%d - needs %d)\n
Sfff.
Sffff.
Sffffff.
Shadow color %d %d %d\n
Shadow distance %.2f\n
ShadowModel_IMaterialProxy003
Shadow_IMaterialProxy003
Shadow_Rendering
Shake
ShakeRopes
ShellEject
Shield_IMaterialProxy003
ShotgunShellEject
Show # of particles: green->blue->red. Use a negative number to show ALL particles even cheap ones
Show alien gib entities
Show all EmitSound calls including their symbolic name and the actual wave file they resolved to\n
Show borders, fonts and colors for a particular scheme.  The default is ClientScheme.res
Show debug info for fish
Show human gib entities
Show missing closecaptions (0 = no, 1 = devconsole, 2 = show in hud)
Show multiplayer client/server gesture slot information for the specified player index (-1 for no one).
Show overhead player voice icons when players are speaking.\n
Show player's health in map overview.\n
Show player's names in map overview.\n
Show player's tracks in map overview.\n
Show prediction errors, 2 for above plus detailed field deltas.
Show the 'Paused' image when game is paused.
Show the (client) animation state for the specified entity (-1 for none).
Show the idle, walk, run, and/or sprint activities.
Show the occlusion proxies
Show which entities are having their bones setup each frame.
Show which entities are predicting\n
ShowCommentary
ShowHelp
ShowMenu
ShowNewControlMenu
Shows a info panel: <type> <title> <message> [<command number>]
Shows a viewport panel <name>
Shows panel animation variables: <panelname | blank for all panels>.
Shows slots for missing weapons when recieving weapons out of order
Shutdown %i predictable entities and %i client-created entities\n
ShutdownRequest
Side
Simple Cubic
Simple Particle Singleton
Simple Particle Singleton [sky]
Sine_IMaterialProxy003
Size
Size of box used to grab collision geometry around placed portals. These should be at the default size or larger only!
Skip jiggle bone simulation if framerate drops below this value (frames/second)
Skipping color "%s"\n
Sky is blue?
Slider
Slider.DisabledTextColor1
Slider.DisabledTextColor2
Slider.NobColor
Slider.TextColor
Slider.TrackColor
SliderDragEnd
SliderDragStart
SliderMoved
SlideshowDisplayScreen
SlideshowImage
SmallBoxSize
SmallNumberFont
Smoke
SmokeTrail
Smooth client's view after prediction error over this many seconds
Smooth player eye z coordinate when traversing stairs.
Smooth view/eye origin after prediction errors
Smoothing not supported with nonstandard sampling ratios
SniperPenetratedRound
SniperRound
Snow Debug Boxes.
Snow Enable
Snow fall speed scale.
Snow.
SnowFall
Software AA - adjusts the displacement of the taps used by the software AA shader (default 1.0 - a lower value will make the image sharper, higher will make it blurrier)
Software AA - adjusts the sensitivity of the software AA shader's edge detection (default 1.0 - a lower value will soften more edges, a higher value will soften fewer)
Software AA - perform a software anti-aliasing post-process (an alternative/supplement to MSAA). This value sets the strength of the effect: (0.0 - off), (1.0 - full)
Software AA debug mode: (0 - off), (1 - show number of 'unlike' samples: 0->black, 1->red, 2->green, 3->blue), (2 - show anti-alias blend strength), (3 - show averaged 'unlike' colour)
Software AA quality mode: (0 - 5-tap filter), (1 - 9-tap filter)
Something to do with the default scope HUD overlay size.
Sort particles
SoundCommand_t
SoundCommand_t pool
SoundData
Soundmixer
Soundscape %s:Unknown command %s\n
Soundscape: %s\n
Source Engine
SourceScheme
SourceVirtualReality001
Spatial Coordinate Offset
Spatial Noise Coordinate Scale
SpatialPartition001
Spectate next player
Spectate player by name
Spectate previous player
Spectators : %d
Speed
Speed Matching Strength
Spew player data.
Spin Strength
Spline
SporeExplosion
SporeTrail
SquadIconColor
SquadMemberAdded
SquadMemberDied
SquadMemberLeft
SquadMembersFollowing
SquadMembersStationed
SquadTextColor
Start Of Frame 0x%02x: width=%u, height=%u, components=%d
Start Of Scan: %d components
Start of Image
Start or restart particle stats - also dumps to particle_stats.csv
StartAttachment
StartDisabled
StartingHeight
StaticPropMgrClient004
StatusLabel
StdDevFPS
Steam Controller
Steam not running, achievement progress notification not displayed\n
SteamClient020
SteamController pitch factor.
SteamController yaw factor.
SteamController008
SteamDeck
SteamFriends017
SteamInput global mouse sensitivity factor
SteamInput006
SteamLightGreen
SteamMatchGameSearch001
SteamMatchMaking009
SteamMatchMakingServers002
SteamNetworking006
SteamUser021
SteamUtils010
Steer
Stop particle stats, or snapshot this frame - also dumps to particle_stats.csv
StopPanelAnimations
StopSound:  '%s' stopped as '%s' (ent %i)\n
StopSound:  Raw wave stopped '%s' (ent %i)\n
Stops all active screen shakes.\n
Stops all soundscape processing and fades current looping sounds
StorePredictionResults
StoreUndo
Stores the chat filter settings 
Stores the chat filter version
StriderBlood
StriderMinigun
StriderMuzzleFlash
StriderTracer
SubPanel
SubTabPosition
SubjectReactionIdle
Subtract_IMaterialProxy003
Successfully loaded particle effects manifest '%s' for map '%s'\n
SuitArmorLow
SuitAuxPowerDecreasedBelow25
SuitAuxPowerIncreasedAbove25
SuitAuxPowerMax
SuitAuxPowerNoItemsActive
SuitAuxPowerNotMax
SuitAuxPowerOneItemActive
SuitAuxPowerThreeItemsActive
SuitAuxPowerTwoItemsActive
SuitDamageTaken
SuitFlashlightOn
SuitPowerIncreasedAbove20
SuitPowerIncreasedBelow20
SuitPowerZero
Suspension not allowed here
Swim
Switch from VR mode to normal mode
Switch to VR mode
Switch to firstperson camera.
Switch to orthographic camera.
Switch to thirdperson Maya-like camera controls.
Switch to thirdperson camera.
Switches the game to use a larger software cursor instead of the normal OS cursor
T1<9
T1\nf
T2 1
T7&f
T7\fk
T8.f
T9.t\rk
T9\n9
TEBloodStream
TELargeFunnel
TEShowLine
TE_ArmorRicochet
TE_BloodSprite
TE_BloodStream
TE_BreakModel
TE_ConcussiveExplosion
TE_Decal
TE_DispatchEffect %s %s
TE_DynamicLight
TE_Explosion
TE_GlowSprite
TE_MetalSparks
TE_MuzzleFlash
TE_PhysicsProp
TE_ProjectDecal
TE_ShatterSurface
TE_Smoke
TE_Sparks
TE_Sprite
TE_SpriteSpray
TE_WorldDecal
TF_HolidayLight
TICK:%5d:Ragdoll separation count: %d\n
TPdF
TabPosition
Teams are unbalanced when one team has this many more players than the other team. (0 disables check)
Teams will be scrambled if one team reaches this streak
TempEntity
TeslaHitboxes
TeslaZap
Test a hud element animation.\n\tArguments: <anim name>\n
Test the freeze frame code.
Test the hud notification UI
Test vgui panel positioning with title safe indentation
Test_ProxyToggle_EnsureValue
Test_ProxyToggle_EnsureValue: object doesn't exist on the client.
Test_ProxyToggle_EnsureValue: requires value parameter.
Test_ProxyToggle_EnsureValue: value (%d) doesn't match wanted value (%d).
Text
TextChanged
TextClicked
TextColor
TextEntry
TextEntry.BgColor
TextEntry.CursorColor
TextEntry.DisabledBgColor
TextEntry.DisabledTextColor
TextEntry.FocusEdgeColor
TextEntry.OutOfFocusSelectedBgColor
TextEntry.SelectedBgColor
TextEntry.SelectedTextColor
TextEntry.TextColor
TextFont
TextKillFocus
TextLabel
TextMessage
TextMsg
TextNewLine
TextScan
TextScane
TextYPos
Texture1
Texture2
Texture3
Texture4
TextureData
TextureFileRefs
TextureFrameNumVar
TextureScale
TextureScroll_IMaterialProxy003
TextureTransform_IMaterialProxy003
TextureVar
Tff.
The latency graph represents this many milliseconds.
The number of kills at which the map ends
The stick range where autoaim dampening is applied. 0 = off
There was a bug where the wrong crosshair (the zoomed crosshairs) was chosen when playing at FOVs != 90. If you prefer the look of this, this convar is for you.
Third Control Point Location
Third Control Point Number
Third Control Point Parent
This game has a minimum requirement of DirectX 8.0 to run properly.\n
This value is added to Yaw when returning the vehicle aim angles to Source.
Three keys down for a button '%c' '%c' '%c'!\n
Thumper
ThumperDust
Time Coordinate Offset
Time Noise Coordinate Scale
Time after round win until round restarts
Time between respawn waves.
Time duration of box filter to pass over phonemes.
Time during which a new pose activity layer is shown in green in +posedebug UI
Time it takes for a full capture point to deteriorate.
Time spend frozen in observer freeze cam.
Time taken to zoom in to frame a target in observer freeze cam.
Time to crossfade sound effects between soundscapes
Time to keep a no longer active pose activity layer in red until removing it from +posedebug UI
Time, in seconds, between clientside prop respawns.
Time: %.2f, Speed: %.2f, MaxSpeed: %.2f
TimeRemaining
TimeRemainingTitle
TitleButtonBorder
TitleButtonDepressedBorder
TitleButtonDisabledBorder
TitleFont
TitleLabel
Toggle the 3-way animation blending code.
ToggleButton
ToggleButton.SelectedTextColor
ToggleColumnVisible
ToggleTexture_IMaterialProxy003
Toggles VR mode
Toggles showing which blocks are pending/loaded async.
Toggles the flashlight.
Too many IDATs found
Too many bytes for PNG signature
Too many color components: %d, max %d
Too many depth textures rendered in a single view!\n
Too many dirty renderables!\n
Too many shadow maps this frame!\n
ToolTipBorder
Tools
Tooltip.BgColor
Tooltip.TextColor
TotalLevelTime
Trace Length
TracePlayerBBoxForGround
Tracer
TracerSound
Tracks an entity in spec mode
Trail Length Random
TrailPoint_t
Train
TranslationData
Trebuchet24
TreeImage
TreeNode
TreeNodeText
TreeView
TreeView.BgColor
TreeViewItemDeselected
TreeViewItemSelected
TreeViewItemSelectionCleared
Truncated iTXt chunk
Truncated zTXt chunk
Truncating incorrect info tRNS chunk length
Truncating incorrect tRNS chunk length
Truncating profile to actual length in iCCP chunk
Trying to load more than 9 menu items in voicecommands.txt, extras ignored
Trying to play unknown soundscape %s\n
Turn
Turn off pose debugger or hide ents from pose debugger UI
Turn on achievement debug msgs.
Turn on pose debugger or add ents to pose debugger UI
Turn on rumble debugging spew
Turn on/off 'Legacy' mapping for control sticks.
Turns on turbo physics
Type %s of meta class %s undefined!\n
UCS-2LE
UCS-4LE
UI/menu_focus.wav
UNKNOWN
URLClicked
URLLabel
URLText
UTF-8
UV88
UVWQ8888
U\f9U
U\ff;r
U\fff.
U\ffffff.
U\ft9
U\ft=9v
U\ftJ
Unable to find mapping for flexcontroller %i, settings %p on %i/%s\n
Unable to find type of meta class %s in file %s\n
Unable to get VRMode adapter from OpenVR. VR mode cannot be enabled. Try restarting and then enabling VR again.\n
Unable to load manifest file '%s'\n
Unable to load sprite material %s!\n
Unable to load surface prop file '%s' (referenced by manifest file '%s')\n
Unable to play video: %s\n
Unable to read particle definition %s! UtlBuffer is the wrong type!\n
Unable to restore binary scene '%s'\n
Unaccounted
Underwater.BulletImpact
Undo
Unexpected EOF in quoted string
Unexpected marker 0x%02x
Unhandled GameEvent in ClientModeShared::FireGameEvent - %s\n
UniformNoise_IMaterialProxy003
Unknown
Unknown APP0 marker (not JFIF), length %u
Unknown APP14 marker (not Adobe), length %u
Unknown Adobe color transform code %d
Unknown compression method in IHDR
Unknown compression type %d
Unknown compression type in iCCP chunk
Unknown compression type in zTXt chunk
Unknown custom filter method
Unknown filter heuristic method
Unknown filter method in IHDR
Unknown freer parameter in png_data_freer
Unknown interlace method in IHDR
Unknown interpolation type %d\n
Unknown row filter for method 0
Unknown sRGB intent
Unknown zTXt compression type %d
Unknown zlib error
UnlitGeneric
UnpinnedCornerOffsetX
UnpinnedCornerOffsetY
Unrecognized component IDs %d %d %d, assuming YCbCr
Unrecognized equation type for pCAL chunk
Unrecognized unit type for oFFs chunk
Unrecognized unit type for pHYs chunk
Unsupported JPEG data precision %d
Unsupported JPEG process: SOF type 0x%02x
Unsupported color conversion request
Unsupported marker type 0x%02x
UokOP
UpButton
UpdateClientSideAnimations
UpdateControlData
UpdateItem.Dinosaur01
UpdateItem.Dinosaur02
UpdateItem.Dinosaur03
UpdateItem.Dinosaur04
UpdateItem.Dinosaur05
UpdateItem.Dinosaur06
UpdateItem.Dinosaur07
UpdateItem.Dinosaur08
UpdateItem.Dinosaur09
UpdateItem.Dinosaur10
UpdateItem.Dinosaur11
UpdateItem.Dinosaur12
UpdateItem.Dinosaur13
UpdateItem.Dinosaur14
UpdateItem.Dinosaur15
UpdateItem.Dinosaur16
UpdateItem.Dinosaur17
UpdateItem.Dinosaur18
UpdateItem.Dinosaur19
UpdateItem.Dinosaur20
UpdateItem.Dinosaur21
UpdateItem.Dinosaur22
UpdateItem.Dinosaur23
UpdateItem.Dinosaur24
UpdateItem.Dinosaur25
UpdateItem.Dinosaur26
UpdateItem.Static
UpdateJalopyRadar
UpdatePlayerName with bogus slot %d\n
UpdateShadowDepthTexture (%s)
Updating physics on object in hierarchy %s!\n
Usage: commentary_showmodelviewer <model name> <optional attached model name>\n
Usage:\n   testhudanim <anim name>\n
Use IK on in-place turns.
Use Local Space
Use Raw Input for mouse input.
Use keyboard sample time smoothing.
Use radius for Per Particle Trace Length
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
Used for stress-testing particle systems. Randomly denies creation of particles.
UsedVoice
UserData
Using joystick '%s' configuration\n
Using scheme %s...\n
VBAllocTracker001
VCENTERPRINT002
VCLIENTENGINETOOLS001
VCLIENTTOOLS001
VClient017
VClientDllSharedAppSystems001
VClientEntityList003
VClientPrediction001
VDataCache003
VDebugOverlay003
VDmeMakeFileUtils001
VENGINE_GAMEUIFUNCS_VERSION005
VEngineClient014
VEngineClientStringTable001
VEngineCvar004
VEngineEffects001
VEngineModel016
VEngineRandom001
VEngineRenderView014
VEngineShadowMgr002
VEngineVGui001
VFileSystem022
VGUI
VGUI Build Mode Editor
VGUI textures
VGUIMenu
VGUI_Input005
VGUI_InputInternal001
VGUI_Localize005
VGUI_Panel009
VGUI_Scheme010
VGUI_Surface030
VGUI_System010
VGUI_ivgui008
VGui_DrawHud
VGui_PreRender
VH;U
VMDLLIB001
VMaterialSystem080
VMaterialSystemStub001
VModEnable %d
VModelInfoClient006
VP4001
VPanel
VParticleSystemQuery001
VPhysics031
VPhysicsCollision007
VPhysicsSurfaceProps001
VProcessUtils001
VR Mode expects adapter %d which is different from %d which we are currently using. Try restarting and enabling VR mode again.\n
VR Mode is not enabled.\n
VSoundEmitter002
VStudioRender025
VTEX_003
VTFFileBaseHeader_t
VTFFileHeaderV7_1_t
VTFFileHeaderV7_2_t
VTFFileHeaderV7_3_t
VTFFileHeaderX360_t
VTFFileHeader_t
VUUU
VXfffff.
V\f9V
Valid palette required for paletted images
ValveBiped.Bip01_Head1
Valve_HudPoisonDamage
Variables
VarsButton
VarsMenu
VeaFOfb
Velocity Inherit from Control Point
Velocity Noise
Velocity Random
Velocity Repulse from World
Velocity Scale
VertScrollBar
Vertical view fixup when eyes are near water plane.
VguiScreen
VideoMaterial
VideoPanel
VideoPanelScheme
View optimization, turn this off if you get odd visual bugs.
ViewEffects
ViewPortBackGround
ViewSmoothingData_t
View_Render
ViewportBG
Virtual array controller messed up
Visibility Alpha Scale maximum
Visibility Alpha Scale minimum
Visibility Proxy Input Control Point Number
Visibility Proxy Radius
Visibility Radius Scale maximum
Visibility Radius Scale minimum
Visibility input maximum
Visibility input minimum
Visualizes +use logic. Green cross=trace success, Red cross=trace too far, Green box=radius success
VoiceCommands
VoiceMask
VortDispel
VortEmissive_IMaterialProxy003
Vote.Cast.No
Vote.Cast.Yes
VoteFailed
VotePass
VoteSetup
VoteStart
Votes: Option1 - %d, Option2 - %d, Option3 - %d, Option4 - %d, Option5 - %d\n
WARNING! Field %s is using the wrong FIELD_ type!\nFix this or you'll see a crash.\n
WARNING! User command buffer overflow(%i %i), last cmd was %i bits long\n
Warning : Particle system (%s) using unassigned ControlPoint %d!\n
Warning! Client physic props overflow *max %i).\n
Warning! Encountered old format VTF file; please rebuild it!\n
Warning: overflowed CClientRenderablesList group %d
Warning: thumbnail image size does not match data length %u
Warning: unknown JFIF revision number %d.%02d
Water material: %s dist to water: %f\nforcecheap: %s forceexpensive: %s\n
WaterExplosionEffect.Sound
WaterLOD_IMaterialProxy003
WaterRefract
WaterSurfaceExplosion
WeaponBoxOffset
WeaponChanged
WeaponDatafile
WeaponDoesNotUseClips
WeaponDoesNotUseSecondaryAmmo
WeaponHighlight
WeaponIcons
WeaponIconsSmall
WeaponUsesClips
WeaponUsesSecondaryAmmo
Weapon_Crossbow.BoltSkewer
Weapon_PhysCannon.HoldSound
Weapon_Portalgun.fire_blue
Weapon_Portalgun.fire_red
Weapon_Portalgun.powerup
Weapons
Weather effects wind direction angle
Weather effects wind speed scalar
WheelDust
When auto-mounting a ladder by looking up its axis, this is the tolerance for looking now directly along the ladder axis.
When in thirdperson and cam_collision is set to 1, an attempt is made to keep the camera from passing though walls.
When in thirdperson, print viewangles/idealangles/cameraoffsets to the console.
When playing back a scene, print timing and event info to console.
When using a Steam Controller, toggle sprint after sc_smart_sprint_start_bounds analogue joy move until we go under sc_smart_sprint_end_bounds of analogue joy move
When using smoothing, this is the min screenspace width it lets a rope shrink to
When using stencil views, this changes how many views within views we see
When zoomed, how big is the scope on your HUD?
Whether opaque static props are rendered after non-npcs
Whether or not to tint the glyphs or not.
Whether to invert the Y axis of the joystick for looking.
Which stick controls movement (0 is left stick)
Wide and Tall of panel %s are set to be each other!\n
Width
Width is too large for libpng to process pixels
WindowDisabledBgColor
Windowed
Windows mouse acceleration (0 to disable, 1 to enable [Windows 2000: enable initial threshold], 2 to enable secondary threshold [Windows 2000 only]).
Windows mouse acceleration initial threshold (2x movement).
Windows mouse acceleration secondary threshold (4x movement).
Wingman warrior hack related to turn axes.
Wireframe
World Rendering
World friction.
World gravity.
WorldDims_IMaterialProxy003
WrapMinMax_IMaterialProxy003
Write Error
Write failed on temporary file --- out of disk space?
Write to EMS failed
Write to XMS failed
Writing zero-length unknown chunk
Wrong JPEG library version: library is %d, caller expects %d
XA\fk
XBowBolt
XD78
XDF9
Xbox360 controller
Xt0=
Y?11CHudCredits
Y@xf
YD74
YD8(
YL70
YL7\f
YOffset
YT7,
YellowBlood
Yellowish
Yffffff.
YpU_Z
Z@&LHA'\r:C(
Zero length keyword
Zero length tRNS chunk
Zfff.
Zffff.
Zfffff.
Zjz\v
ZoomReticleColor
Zpm"U
[ %2d  ]    Model: %s
[ no resource file associated with dialog ]
[%8.3f] hitch on %s:%s:%d:%d\n
[%8.3f] stall blend %.2f on %s:%s:%d:%d\n
[%8.3f] stall on %s:%s:%d:%d\n
[%i] bool (%s)\n
[%i] color (%i %i %i %i)\n
[%i] float (%f)\n
[%i] integer (%i)\n
[%i] short (%i)\n
[%i] string (%s)\n
[%i] vector (%f %f %f)\n
[GS %s - %7.2f] %s
[GamepadUI] Initializing IGamepadUI interface...\n
[GamepadUI] Loaded gamepadui module.\n
[GamepadUI] Unable to get gamepadui factory.\n
[GamepadUI] Unable to load gamepadui module\n
[GamepadUI] Unable to pull IGamepadUI interface.\n
[ffffff.
[nothing currently selected]
\f8th
\f9<1t7
\f9D1
\f9D9
\f9L2
\f9L8
\f9T0
\f9T1
\f9T3
\f9T7
\f9T8
\f9T9
\f9t8
\f9t9
\fffff.
\n ##### CHLClient::PrecacheMaterial could not find material %s (%s)
\n ##### CMaterialReference::Init got error material for %s in tex group %s
\n------- CLIENT SOUNDSCAPES -------\n
\nA9M
\nfffff.
\nlibpng version 1.5.2 - March 31, 2011\nCopyright (c) 1998-2011 Glenn Randers-Pehrson\nCopyright (c) 1996-1997 Andreas Dilger\nCopyright (c) 1995-1996 Guy Eric Schalnat, Group 42, Inc.\n
\nt9i
\tN1a
\twBF1
] ffffff.
]\fffff.
]\ffffff.
]\fffffff.
]fff.
]ffff.
]fffff.
]ffffff.
^fffff.
_PRO
__DATA
__DepthWrite01
__LINKEDIT
__NETMESSAGE__1
__NETMESSAGE__2
__NETMESSAGE__3
__NETMESSAGE__4
__NETMESSAGE__5
__NETMESSAGE__6
__TEXT
___debug
__bss
__common
__const
__cstring
__data
__eh_frame
__gcc_except_tab__TEXT
__la_symbol_ptr
__mod_init_func
__nl_symbol_ptr
__particlesDepthWrite
__stub_helper
__symbol_stub
__text
__unwind_info
__utilVertexColor
__utilVertexColorIgnoreZ
__utilWireframe
__utilWireframeIgnoreZ
_ffffff.
_fov
_gamestats.dat
_level_sounds.txt
_minmode
_opt
_rt_Camera
_rt_DepthDoubler
_rt_FullFrameDepth
_rt_FullFrameFB
_rt_FullFrameFB%d
_rt_FullFrameFB1
_rt_FullScreen
_rt_Fullscreen
_rt_Portal1
_rt_Portal2
_rt_PortalWaterReflection_Depth1
_rt_PortalWaterReflection_Depth2
_rt_PortalWaterRefraction_Depth1
_rt_PortalWaterRefraction_Depth2
_rt_PowerOfTwoFB
_rt_ResolvedFullFrameDepth
_rt_ShadowDepthTexture_%d
_rt_ShadowDummy
_rt_Shadows
_rt_SmallFB0
_rt_SmallFB1
_rt_WaterReflection
_rt_WaterRefraction
_rt_gui
_to_curve_
`ffff.
a\v6C
aascreenxoffset
aascreenyoffset
aaseparation
about:blank
absolute
absolute value
absolutetags
accelerate position
acceptsinput
achieved
achievement
achievement_debug
achievement_earned
achievement_event
achievement_name
achievement_notification_test
achievements/%s.vmt
achivement_button
active
activity
actor
additional_flags
adin
affffff.
ai_debug_shoot_positions
ai_shot_bias_max
ai_shot_bias_min
airboat_joy_response_move
align
alignment
allcaps
allow_manip
allow_offscreen
allow_overhead
allow_rot
allowstatic
alpha
alpha_fade
alpha_fade_in_random
alpha_fade_out_random
alpha_max
alpha_min
alpha_random
alpha_random_exponent
ambientpositionoverride
ammo
ammo2
ammo_proto1
amount
amount of bounce
amount of force
amount of slide
amount of time players can chat after the game is over
amplitude
ang:  %.02f %.02f %.02f
angle
angles
angles_x
angles_y
angles_z
anglesx
anglesy
anglesz
anim_3wayblend
anim_attachment_RH
anim_framerate
anim_prefix
anim_showmainactivity
anim_showstate
anim_showstatelog
animate
animatedTextureFrameNumVar
animatedTextureFrameRate
animatedTextureVar
animatedfriction
animation
animation rate
animationNoWrap
animation_fit_lifetime
animfrictionmax
animfrictionmin
animfrictiontimehold
animfrictiontimein
animfrictiontimeout
append
appid
armedBgColor_override
armedFgColor_override
arrow
asciiartfont
asdf
ashtray
aspectratiooffset
associate
attached_model
attachmentIndex
attachment_point
attachment_type
attachmentindex
attenuation
attenuationTme
auto_wide_tocontents
autoaim
autohide_buttons
autohide_scrollbar
autoresize
autoswitchfrom
autoswitchto
autoteam
avatar
avatar_width
axisVar
b?333333
bKGD
bRunningEnterExit
bWasRunningAnim
back
backcolor
bar_height
bar_width
bar_xpos
bar_ypos
base
base_player_teleported
baseanimating
baseclass
baseentity
baseflex
basehlcombatweapon
baseplayer
baseportalcombatweapon
basic_movement
batch particle systems
battery:  %d%%
battery: On AC
bbox.maxs
bbox.mins
bcc_localdata
beam
beampredictable_id
bg_image
bgcolor
bgcolor_override
bias distance
bias in local system
bin/
bin/g15.dll
binary
binary (%i bytes)
binary (%i bytes)\n
binary data differs (%i bytes)\n
binary_array
binary_v1
binary_v2
blah
blink
blinkFgColor_override
blink_duration
blockLOS
blockNum
blocksize
blood
blood_antlionguard_injured_heavy
blood_antlionguard_injured_light
blood_impact_antlion_01
blood_impact_antlion_worker_01
blood_impact_green_01
blood_impact_red_01
blood_impact_yellow_01
blood_impact_zombie_01
blooddrops
bloodgore
bloodimpact
bloodsplat
bloodspray
body_pitch
body_yaw
bool
bool (%s)
bool differs (net %s pred %s)\n
bool_array
border
border_override
both
bottombarblank
bounding_box_max
bounding_box_min
break
breakable_count
breakable_model
breakable_skin
breakmodel
brightness
brighttext
brush models
brush only
bspline
bucket
bucket1
bucket_360
bucket_position
bucket_position_360
buff_attach
bug_swap
building_cubemaps
bulge
bulge control 0=random 1=orientation of start pnt 2=orientation of end point
bump mapping
bumpScale
burning_character
burst
button
button_activation_type
bvcdu(
cHRM
cHRM Blue X
cHRM Blue Y
cHRM Green X
cHRM Green Y
cHRM Red X
cHRM Red Y
cHRM White X
cHRM White Y
c_maxdistance
c_maxpitch
c_maxyaw
c_mindistance
c_minpitch
c_minyaw
c_orthoheight
c_orthowidth
cable/cable
cam_collision
cam_command
cam_idealdelta
cam_idealdist
cam_idealdistright
cam_idealdistup
cam_ideallag
cam_idealpitch
cam_idealyaw
cam_showangles
cam_snapto
camera
camera offset
cameras rendered
camortho
can't solve quadratic for light %f %f\n
cancelselect
cancelselect\n
catmullrom
catmullrom_normalize
catmullrom_normalize_x
catmullrom_tangent
cball_bounce
cball_explode
cc_captiontrace
cc_combinedusesgender
cc_disabled
cc_emit
cc_findsound
cc_flush
cc_lang
cc_lang = %s\n
cc_linger_time
cc_master
cc_minvisibleitems
cc_noattenuate
cc_predisplay_time
cc_random
cc_sentencecaptionnorepeat
cc_showblocks
cc_slave
cc_smallfontlength
cc_subtitles
cc_usingcombinedfile
cctoken
cctype
cellcolor
center
centerVar
center_x
center_y
centerview
centerwrap
centerx
centery
centerz
challenge_map_complete
changed
changeteam
channel
char
character
chat_%d
chatlines
child
children
chooseteam
cl_SetupAllBones
cl_ShowBoneSetupEnts
cl_ShowSunVectors
cl_anglespeedkey
cl_animationinfo
cl_backspeed
cl_bob
cl_bobcycle
cl_bobup
cl_burninggibs
cl_chatfilter_version
cl_chatfilters
cl_class
cl_clearhinthistory
cl_cmdrate
cl_customsounds
cl_debugrumble
cl_demoviewoverride
cl_detail_multiplier
cl_detaildist
cl_detailfade
cl_disablehtmlmotd
cl_draw_airboat_wake
cl_drawhud
cl_drawleaf
cl_drawmaterial
cl_drawmonitors
cl_drawshadowtexture
cl_dump_particle_stats
cl_ejectbrass
cl_energy_ball_start_fade_time
cl_ent_absbox
cl_ent_bbox
cl_ent_rbox
cl_extrapolate
cl_extrapolate_amount
cl_fastdetailsprites
cl_fasttempentcollision
cl_find_ent
cl_find_ent_index
cl_first_person_uses_world_model
cl_forwardspeed
cl_hud_minmode
cl_hudhint_sound
cl_idealpitchscale
cl_interp
cl_interp_all
cl_interp_npcs
cl_interp_ratio
cl_interpolate
cl_jiggle_bone_debug
cl_jiggle_bone_debug_pitch_constraints
cl_jiggle_bone_debug_yaw_constraints
cl_jiggle_bone_framerate_cutoff
cl_lagcompensation
cl_leveloverview
cl_leveloverviewmarker
cl_maxrenderable_dist
cl_meathook_neck_pivot_ingame_fwd
cl_meathook_neck_pivot_ingame_up
cl_mouseenable
cl_mouselook
cl_new_impact_effects
cl_npc_speedmod_intime
cl_npc_speedmod_outtime
cl_observercrosshair
cl_overdraw_test
cl_panelanimation
cl_particle_batch_mode
cl_particle_retire_cost
cl_particle_show_bbox
cl_particle_show_bbox_cost
cl_particle_stats_start
cl_particle_stats_stop
cl_particle_stats_trigger_count
cl_particleeffect_aabb_buffer
cl_pclass
cl_pdump
cl_phys_props_enable
cl_phys_props_max
cl_phys_props_respawndist
cl_phys_props_respawnrate
cl_phys_timescale
cl_pitchdown
cl_pitchspeed
cl_pitchup
cl_playermodel
cl_playerspraydisable
cl_portalgun_beam_size
cl_portalgun_effects_max_alpha
cl_portalgun_effects_min_alpha
cl_portalgun_effects_min_size
cl_pred_optimize
cl_pred_track
cl_pred_track <entindex> <fieldname>\n
cl_pred_track:  Unknown ent index %d\n
cl_predict
cl_predict 0
cl_predict 1
cl_predictionlist
cl_predictweapons
cl_ragdoll_collide
cl_removedecals
cl_reorient_in_air
cl_rumblescale
cl_shadowtextureoverlaysize
cl_show_num_particle_systems
cl_show_splashes
cl_showanimstate
cl_showanimstate_log
cl_showbattery
cl_showerror
cl_showfps
cl_showhelp
cl_showpausedimage
cl_showpos
cl_showtextmsg
cl_sidespeed
cl_smooth
cl_smoothtime
cl_software_cursor
cl_soundemitter_flush
cl_soundscape_flush
cl_soundscape_printdebuginfo
cl_spec_mode
cl_sporeclipdistance
cl_starfield_diameter
cl_starfield_distance
cl_sun_decay_rate
cl_team
cl_thirdperson
cl_threaded_bone_setup
cl_threaded_client_leaf_system
cl_updaterate
cl_upspeed
cl_winddir
cl_windspeed
cl_yawspeed
class 
class_width
classname
classname %s used to create wrong class type\n
classname missing from entity!\n
client
client created
clientRenderable
client_ragdoll
clientinsetx_override
clients
clip2_size
clip_size
closecaption
closed_htmlpage
code
cohesion strength
collision group
collision mode
collisionpair
collisionrules
color
color1
color2
color_array
color_fade
color_outline
color_random
column
combo
command
commentary
commentary_finishnode\n
commentary_modelviewer
commentary_showmodelviewer
compressedSize
conditions
configVersion
constraints
contents
control point
control point movement distance tolerance
control point number
control point offset for fast collisions
control point to disable rendering if it is the camera
control points to broadcast to children (n + 1)
control_point_number
controlpoint_initialized
controlpoint_light
controlpoint_timer_updated
controlpoint_unlock_updated
controlpoint_updatecapping
controlpoint_updateimages
controlpoint_updatelayout
controlpoint_updateowner
core
corner
count
count_xpos_from_right
count_ypos
create from parent particles
create in model
create_flare
created
creditsdone
crosshair
crosshair_default
crosshair_left
crosshair_right
cstrike
cu\vF
cull outside instead of inside
cull_control_point
cull_cost
cull_radius
cull_replacement_definition
cur_val
current
cursorblinktime
curve_
custom
customFiles
cutoffFraction
cvar_name
cvar_value
cvarname
cvarvalue
cycler_weapon
d po
d3_breen_01
d3_citadel_03
d3_citadel_04
d3_citadel_05
d_skull
damage
damage_table
damagetype
dampen scale
data
dataoffset
deadflag
death_width
deaths
debris
debug/debugempty
debug/debugfbtexture%d
debug/debugparticlewireframe
debug/debugreflect
debug/debugrefract
debug/debugspritewireframe
debug/debugtranslucentsinglecolor
debug/debugwireframevertexcolor
debug/hsv
debug/showz
debug/yuv
debug_materialmodifycontrol_client
decalname
decals
decals/YBlood1
decals/playerlogo%2.2d
decals/playerlogo01
decals/playerlogo02
decals/playerlogo03
decals/playerlogo04
decals/playerlogo05
decals/playerlogo06
decals/playerlogo07
decals/playerlogo08
decals/playerlogo09
decals/playerlogo10
decals/playerlogo11
decals/playerlogo12
decals/playerlogo13
decals/playerlogo14
decals/playerlogo15
decals/playerlogo16
decals/playerlogo17
decals/playerlogo18
decals/playerlogo19
decals/playerlogo20
decals/playerlogo21
decals/playerlogo22
decals/playerlogo23
decals/playerlogo24
decals/playerlogo25
decals/playerlogo26
decals/playerlogo27
decals/playerlogo28
decals/playerlogo29
decals/playerlogo30
decals/playerlogo31
decals/playerlogo32
decals/playerlogo33
decals/playerlogo34
decals/playerlogo35
decals/playerlogo36
decals/playerlogo37
decals/playerlogo38
decals/playerlogo39
decals/playerlogo40
decals/playerlogo41
decals/playerlogo42
decals/playerlogo43
decals/playerlogo44
decals/playerlogo45
decals/playerlogo46
decals/playerlogo47
decals/playerlogo48
decals/playerlogo49
decals/playerlogo50
decals/playerlogo51
decals/playerlogo52
decals/playerlogo53
decals/playerlogo54
decals/playerlogo55
decals/playerlogo56
decals/playerlogo57
decals/playerlogo58
decals/playerlogo59
decals/playerlogo60
decals/playerlogo61
decals/playerlogo62
decals/playerlogo63
decals/playerlogo64
decals/rendermodelshadow
decals/rendershadow
decals/simpleshadow
decay
decaytime
decayto
default
defaultBgColor_override
defaultFgColor_override
defaultPanel
defaultSelectionBG2Color_override
default_clip
default_clip2
default_fov
defaultcurvetype
delay
delete ragdoll due to nointerp\n
deleted
delta
demo_fov_override
demo_legacy_rollback
deploy
depressedBgColor_override
depressedFgColor_override
depth
detail props
detail/detailsprites
dev/bloomadd
dev/blurfilterx
dev/blurfilterx_nohdr
dev/blurfiltery
dev/blurfiltery_and_add_nohdr
dev/blurfiltery_nohdr
dev/copyfullframefb
dev/copyfullframefb_vanilla
dev/downsample
dev/downsample_non_hdr
dev/engine_post
dev/floattoscreen_combine
dev/lumcompare
dev/motion_blur
dev/no_pixel_write
dev/pyro_post
dev/pyro_vignette
dev/pyro_vignette_border
dev/upscale
developer
dfffff.
differs
digit2_xpos
digit2_ypos
digit_xpos
digit_ypos
dinosaur_signal_found
direction
direction bias
directionx
directiony
directionz
directorysize
disable_manipulation
disabled
disabledBgColor_override
disabledFgColor_override
disabledImage
disabledfgcolor2_override
disablereceiveshadows
disableshadows
disconnect
displacements
distance
distance fade range
distance maximum
distance minimum
distance_bias
distance_bias_absolute_value
distance_max
distance_min
distancetotarget
dlight_debug
dmg.bullets
dmg.club
dmg.explosive
dmg_bio
dmg_tall1
dmg_tall2
dmg_wide
dmg_xpos
dmg_ypos
double_shot
double_shot_npc
download/user_custom/%c%c/%s.dat
drag
draw_corner_height
draw_corner_width
drawcolor
drawcolor_override
drophoverdelay
dropmodel
droppable
dropprimary
dropprimary: Drops the primary weapon of the player.
dsp_player
dsp_volume
duck
dulltext
dump particle profiling info to particle_profile.csv
dump position and angles to the console
duration
dust
dynamic lighting
ease in and out
ease_in_and_out
easein
easeinout
easeout
east
edictindex
editable
editor/cubemap
editor/cubemap.hdr
effectname
effects
effects/ar2_altfire1
effects/ar2_altfire1b
effects/ar2ground2
effects/blood
effects/blood2
effects/blood_core
effects/blood_drop
effects/blood_gore
effects/blood_puff
effects/blueblackflash
effects/blueblacklargebeam
effects/blueflare1
effects/bluelaser1.vmt
effects/bluemuzzle
effects/bluespark
effects/bubble
effects/combinemuzzle%d
effects/combinemuzzle%d_noz
effects/combinemuzzle1
effects/combinemuzzle1.vmt
effects/combinemuzzle1_nocull
effects/combinemuzzle1_noz
effects/combinemuzzle2
effects/combinemuzzle2.vmt
effects/combinemuzzle2_dark
effects/combinemuzzle2_nocull
effects/combinemuzzle2_noz
effects/eball_finite_life
effects/eball_infinite_life
effects/ember_swirling001
effects/energyball
effects/energysplash
effects/fire_cloud1
effects/fire_cloud2
effects/fire_embers1
effects/fire_embers2
effects/fire_embers3
effects/flashlight001
effects/flashlight_border
effects/fleck_antlion1
effects/fleck_antlion2
effects/fleck_ash1
effects/fleck_ash2
effects/fleck_ash3
effects/fleck_cement1
effects/fleck_cement2
effects/fleck_glass1
effects/fleck_glass2
effects/fleck_tile1
effects/fleck_tile2
effects/fleck_wood1
effects/fleck_wood2
effects/gunshipmuzzle
effects/gunshiptracer
effects/huntertracer
effects/muzzleflash%d
effects/muzzleflash%d_noz
effects/muzzleflash1
effects/muzzleflash1_noz
effects/muzzleflash2
effects/muzzleflash2_noz
effects/muzzleflash3
effects/muzzleflash3_noz
effects/muzzleflash4
effects/muzzleflash4_noz
effects/redflare
effects/redlaser1.vmt
effects/rollerglow
effects/slime1
effects/spark
effects/spark_noz
effects/splash1
effects/splash2
effects/splash3
effects/splash4
effects/splashwake1
effects/splashwake3
effects/splashwake4
effects/strider_bulge_dudv
effects/strider_muzzle
effects/strider_pinch_dudv
effects/stunstick
effects/tesla_glow_noz
effects/yellowflare
effects/yellowflare_noz
element
element_array
elementid
elementid_array
elems
emission count scale control point
emission count scale control point field
emission maximum
emission minimum
emission_duration
emission_rate
emission_start_time
emit noise
emit_continuously
emit_instantaneously
emitter
emitter lifetime end time (seconds)
emitter lifetime start time (seconds)
emitter1
emitter2
emitters
empty
enabled
enabledImage
encoding %s %d format %s %d\n
end %f %f %f
end control point
end control point number
end spread
end time max
end time min
endColor
end_alpha
end_fade_in_time
end_fade_out_time
end_fadeout_exponent
end_fadeout_max
end_fadeout_min
end_time
ending control point
endtime
endwidth
energyattractor
energycore
engine/TranslucentVertexColor
engine/debug_portal_1
engine/debug_portal_2
engine/debug_water_reflect_0
engine/debug_water_reflect_1
engine/debug_water_reflect_2
engine/debug_water_refract_0
engine/debug_water_refract_1
engine/debug_water_refract_2
engine/modulatesinglecolor
engine/occlusionproxy
engine/occlusionproxy_countdraw
engine/writez
engine/writez_model
engine_post_IMaterialProxy003
english
ensure line of sight
entindex
entities
entity
entity # %i: %s%s%s
entity_state
entity_teleported
entitytable_t
entmessages
env_detail_controller
env_fire_large
env_fire_large_smoke
env_fire_medium
env_fire_medium_smoke
env_fire_small
env_fire_small_smoke
env_fire_tiny
env_fire_tiny_smoke
env_screenoverlay couldn't find overlay %s.\n
env_sprite
env_sprite_oriented
env_spritetrail
ep1_citadel_02
ep1_citadel_02b
ep1_citadel_03
ep2_groggy
episodic_intro
episodic_stun
error
error in transition graph: %s to %s\n
error in user chunk
es-8R
escape
essa
event
event_ramp
events
example_param
exampleeffect
exec 360controller.cfg
exec joy_configuration_sc.cfg
exec joy_configuration_sc_absolute.cfg
exec joy_configuration_sc_analog.cfg
exec sourcevr_%s.cfg\n
exec undo360controller.cfg
exp_smoke
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
explode_fire
explosive_damage
explosive_radius
explosive_resist
exponent
exponential_decay
expression
expressions/%s.vfe
extra details to create
extra interior spaces removed from keyword
extrainfo
eyes
eyes_rightleft
eyes_updown
face
faceandhair
faceposermodel
fade a player's screen to black when he dies
fade bias
fade in time exponent
fade in time max
fade in time min
fade out time exponent
fade out time max
fade out time min
fade_end_time
fade_start_time
fadeholdtime
fadeintime
fademaxdist
fademindist
fadeout
fadeouttime
fadescale
fadetime
fakeplayer
falloff power
falloff range
false
female
ffXBffX
fff.
fff?
ffff.
fffff.
ffffff
ffffff.
fg_image
fgcolor
fgcolor_override
fieldName
file
file://
fileTypeString
filesDownloaded
fillcolor
fillcolor_override
fillrate
filmgrain
filtered
fire_interactions
firetrigger
first input control point
first particle to copy
firstperson
fish_debug
fixe
fixed point overflow ignored
fixedlength
flEnterExitDuration
flEnterExitStartTime
flFOV
flags
flammable
flashlightHandle
flashlightState
flatBasic
flesh
flex_rules
flex_smooth
flexanimation
flexanimations
flexsetting_t
flexsettinghdr_t
flexsettingindex
flextimingtags
flexweight_t
float
float (%f)
float (%f)\n
float differs (net %f pred %f) diff(%f)\n
float_array
flow
fluid
fo m
fog_color
fog_colorskybox
fog_enable
fog_enableskybox
fog_end
fog_endskybox
fog_maxdensity
fog_maxdensityskybox
fog_override
fog_start
fog_startskybox
follow_attachment
follow_origin
follow_rootbone
font
force to be inside model
force_centerview
force_pos
forceposx
forceposy
forceposz
forces
forceshortmovement
forcex
forcey
forcez
forward
forward_angle
found '%s' in %s\n
fov %f\n
fov_desired
fps:  435  ping: 533 ms lerp 112.3 ms   0/0
fps:%4i   ping: %i ms
frags
frame_blGrip
frame_bottomGrip
frame_brGrip
frame_caption
frame_close
frame_leftGrip
frame_maximize
frame_menu
frame_minimize
frame_mintosystray
frame_origin_x
frame_origin_y
frame_origin_z
frame_rightGrip
frame_tlGrip
frame_topGrip
frame_trGrip
framerate
frames
freezecam_started
frequency
friendsID
friendsName
frontcolor
func_break_max_pieces
func_liquidportal
func_proprrespawnzone
func_useableladder
functionName
fuse
fx_drawimpactdebris
fx_drawimpactdust
fx_drawmetalspark
g in
g15_dumpplayer
g15_reload
g15_update_msec
gAMA
g_EdictTouchLinks
g_EntityGroundLinks
g_Language
g_NameMap:  Event type at %i has wrong value (%i)!
g_antlion_maxgibs
g_debug_ragdoll_removal
g_debug_ragdoll_visualize
g_ragdoll_fadespeed
g_ragdoll_important_maxcount
g_ragdoll_lvfadespeed
g_ragdoll_maxcount
game
game time per map in minutes
game_newmap
gamepadui
gamerules_survival
gamestats
gamestats.log
gameui_activate
gameui_activated
gameui_allowescapetoshow\n
gameui_hidden
gameui_preventescapetoshow\n
gamma = (%d/100000)
generic
gesture
getpos
gff=
gfff
gl_can_query_fast
gl_clear
gl_clear_randomcolor
glass/glasswindow_refract01
global %s
global center point
global normal
global origin
globalname
gravity
greaterVar
grenade
group id
groupName
growth time
guid
gunhair
gunshotsplash
gx=%d, gy=%d, bx=%d, by=%d\n
hEntity
hIST
halfhealth
halfwidth
handle
handle %u
hash
head
head_pitch
head_yaw
header
headerSize
heading
headlight
health
height
hff.
hide_freezepanel
hidehud
hidepanel
hintmessage
history_gap
hitbox
hitbox scale
hl2_episodic
hl2_gamerules
hl2_gamerules_data
hl2_survival_gamerules
hl2_survival_gamerules_data
hlpd
hltv_cameraman
hltv_changed_mode
hltv_changed_target
hltv_chase
hltv_chat
hltv_fixed
hltv_message
hltv_status
hltv_title
hold
hopwireattractor
hopwirecore
host_thread_mode
host_timescale 0
host_timescale 0.0001
hostip
hostname
hostport
http://
https://
hud_aspect
hud_autoaim_method
hud_autoaim_scale_icon
hud_autoreloadscript
hud_deathnotice_time
hud_draw_active_reticle
hud_draw_fixed_reticle
hud_drawhistory_time
hud_fastswitch
hud_fastswitch_net
hud_freezecamhide
hud_invert_zoom_unzoomed_crosshair_colors
hud_magnetism
hud_quickinfo
hud_reloadscheme
hud_reticle_alpha_speed
hud_reticle_maxalpha
hud_reticle_minalpha
hud_reticle_scale
hud_saytext_time
hud_showemptyweaponslots
hud_takesshots
hudlayout.res
iCCP
iCollide
iI4\f
iI4\n
iI4\r
iI4\t
iI4\v
iTXt
i]Wb
ico_friend_indicator_avatar
icon
iconColor
iconImage
icon_height
icon_inset
icon_texture
icon_width
icon_xpos
icon_ypos
icons
ideal angles
identical
idleTexture
if_vr
iffff.
ignite
ignorePhonemes
ignoring out of range rgb_to_gray coefficients
iklocks : %-2d : 
ikrules : %-2d
image
image not found
imageAlignment
imageFormat
imageSelected
imagecolor
impact_antlion
impact_computer
impact_concrete
impact_concrete_noflecks
impact_dirt
impact_glass
impact_metal
impact_wood
impact_wood_noflecks
impale
impulse
impulse 100
impulse 101
impulse 50
in :%4i   %2.2f k/s 
in_graph
in_jlook
in_usekeyboardsampletime
incorrect gamma=(%d/100000)\n
index
indexedBase
indexedDelta
indexindex
inertia
inertiaScale
ineye
influence
info
info_ladder_dismount
infocus_bgcolor_override
initialValue
initial_particles
initializers
input control point
input control point number
input field
input field 0-2 X/Y/Z
input maximum
input maximum (-1 to 1)
input minimum
input minimum (-1 to 1)
int 
int differs (net %i pred %i) diff(%i)\n
int_array
intchoice particlefield_scalar
intchoice particlefield_vector
integer (%i)
integer (%i)\n
integer (%i->%s)
integer (%i->%s)\n
interrupt
invalid background gamma type
invalid chunk type
invalid chunklength
invalid error action to rgb_to_gray
invalid keyword character 0x%02X
invert absolute value
invnext
invprev
isPortal2
ishltv
itemID
itemIndex
item_flags
iterate_players
iterate_team
iv$X
ixkALD
j'Vlk
jalopy_radar_panel
jffffff.
joingame
joinleave_button
joy_accel_filter
joy_accelmax
joy_accelscale
joy_advanced
joy_advaxisr
joy_advaxisu
joy_advaxisv
joy_advaxisx
joy_advaxisy
joy_advaxisz
joy_autoaimdampen
joy_autoaimdampenrange
joy_autosprint
joy_diagonalpov
joy_display_input
joy_forwardsensitivity
joy_forwardthreshold
joy_invertx
joy_inverty
joy_inverty_default
joy_legacy
joy_lookspin_default
joy_lowend
joy_lowmap
joy_movement_stick
joy_movement_stick_default
joy_name
joy_pegged
joy_pitchsensitivity
joy_pitchsensitivity_default
joy_pitchthreshold
joy_response_look
joy_response_move
joy_response_move_vehicle
joy_sidesensitivity
joy_sidethreshold
joy_steamcontroller_cfg_loaded
joy_variable_frametime
joy_vehicle_turn_lowend
joy_vehicle_turn_lowmap
joy_vibration
joy_virtual_peg
joy_wingmanwarrior_turnhack
joy_xcontroller_cfg_loaded
joy_xcontroller_found
joy_yawsensitivity
joy_yawsensitivity_default
joy_yawthreshold
joyadvancedupdate
joystick
jpeg
jump
k@LD
kB@D
kBDD
kC@D
kD880
kE\f0
kE\fD
kE\fP
kE\fT
kG,D
kGPDi
kJ,D
kM\fD
kM\fP
kP,D
kU\f,1
kU\f0
kU\fD
kV4D
kW$D
kZ4D
keyboardFocusColor_override
keyboardinputenabled
keyframe
keymappingindex
keynameindex
keys
keyvalues2
keyvalues2_flat_v1
keyvalues2_v1
keyword length must be 1 - 79 characters
kff.
kfffff.
kill particle on collision
killer
kochanek
kochanek_early
kochanek_late
ku\fD
ku\fT
ku\f\ff
label
labelText
ladder
lampbeam_IMaterialProxy003
lamphalo_IMaterialProxy003
landmarkModelSpace
lastBarWidth
lastinv
layout
leading spaces removed from keyword
left
left eye
leftText
left_
leftedge
length
length fade in time
length_max
length_min
length_random_exponent
lengthprop%d
lengthproxy
lerp: %5.1f ms
lessEqualVar
lffff.
libpng error: %s
libpng warning: %s
lifespan_decay
lifetime
lifetime fade end
lifetime fade start
lifetime_max
lifetime_min
lifetime_random
lifetime_random_exponent
light has _fifty_percent_distance of %f but no zero_percent_distance\n
lightindex
linearOffsetX
linear_interp
linespacing
linkedPortalId
load animation from file
locBody
locHeader
local space CP
localdata
localize
localplayer
localplayer_visionflags
localplayerweapon
localteam
location
lock rotation
lock to bone
lockbodyfacing
lod_TransitionDist
logo
logo2
logotime
lookat
lookspring
lookstrafe
loop
loopcount
loss:%3i    choke: %2i 
lostcoast
lowResImageFormat
lowResImageHeight
lowResImageSample
lowResImageWidth
m\frp
m_Activity
m_AmbientLight.m_flIntensity
m_AmbientLight.m_vColor
m_AmbientLight.m_vPos
m_Ammo2Color
m_AnimOverlay
m_AuxPowerColor
m_BGOverrideColor
m_BackgroundColor
m_BorderColor
m_BoxColor
m_BrightBoxColor
m_Collision
m_CollisionGroup
m_Color
m_Color1
m_Color2
m_ControlPoint1.m_eParticleAttachment
m_ControlPoint1.m_vecOffset[0]
m_ControlPoint1.m_vecOffset[1]
m_ControlPoint1.m_vecOffset[2]
m_CurrentStage
m_CustomColors.m_vecColor1
m_CustomColors.m_vecColor2
m_Density
m_DensityRampSpeed
m_DirLight.m_flIntensity
m_DirLight.m_vColor
m_DirLight.m_vPos
m_DistMax
m_DmgColorLeft
m_DmgColorRight
m_DmgFullscreenColor
m_DmgHighColorLeft
m_DmgHighColorRight
m_DmgRadius
m_DustFlags
m_EffectData
m_EffectState
m_EmptyBoxColor
m_EndColor
m_EndSize
m_EnvWindShared
m_Exponent
m_FOV
m_FadeEndTime
m_FadeStartTime
m_FallSpeed
m_Filter
m_Flags
m_FogColor
m_FontBig
m_FontMedium
m_FontSmall
m_HL2Local
m_Handle
m_IconColor
m_IconX
m_IconY
m_Info
m_InnerAngle
m_ItemColor
m_ItemFont
m_JetLength
m_LabelColor
m_LabelFont
m_LastMemberColor
m_LifetimeMax
m_LifetimeMin
m_LightStyle
m_LinearFloatLightColor
m_Local
m_MaterialName
m_MaxDirectedSpeed
m_MaxSpeed
m_MenuColor
m_MinDirectedSpeed
m_MinSpeed
m_ModelName
m_MoveCollide
m_MoveType
m_MovementSpeed
m_NumberColor
m_Opacity
m_OuterAngle
m_ParticleDrawWidth
m_ParticleLifetime
m_ParticleSpacingDistance
m_PlayerFog.m_hCtrl
m_PredictableID
m_Radius
m_Rate
m_RawPanelBitVec
m_RawPanelBitVec[ 0 ]
m_Recipients
m_Resolution
m_RopeFlags
m_RopeLength
m_RotationSpeed
m_SelectedBoxColor
m_SelectedFgColor
m_Shared
m_Slack
m_SoundName
m_SpawnRadius
m_SpawnRate
m_Speed
m_SpeedMax
m_SpotRadius
m_SpotlightTextureName
m_SpreadSpeed
m_SquadIconColor
m_SquadTextColor
m_StartColor
m_StartSize
m_StopEmitTime
m_Subdiv
m_TeamRespawnWaveTimes
m_TeamRespawnWaveTimes[0]
m_TextColor
m_TextureScale
m_ViewSmoothingData
m_Weight
m_Width
m_WithProxy
m_WorldMaxs
m_WorldMins
m_afButtonLast
m_afButtonPressed
m_afButtonReleased
m_angAbsRotation
m_angEyeAngles[0]
m_angEyeAngles[1]
m_angNetworkAngles
m_angRotation
m_angRotation[0]
m_angRotation[1]
m_angRotation[2]
m_angle
m_attachmentPointBoneSpace
m_attachmentPointRagdollSpace
m_audio.ent
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_bActivated
m_bActive
m_bAlive
m_bAlive[0]
m_bAllowAutoMovement
m_bAlreadyDiscovered
m_bAltFiresUnderwater
m_bAlternateFOV
m_bAlternateSorting
m_bAnimate
m_bAnimatedEveryTick
m_bAutoAimTarget
m_bAutoHideButtons
m_bAutoHideScrollbar
m_bAwaitingReadyRestart
m_bAwake
m_bBlocked
m_bBlockedSpawner
m_bBlocked[0]
m_bCPCapRateScalesWithPlayers
m_bCPCapRateScalesWithPlayers[0]
m_bCPIsVisible
m_bCPIsVisible[0]
m_bCPLocked
m_bCPLocked[0]
m_bCameraSpace
m_bCanFirePortal1
m_bCanFirePortal2
m_bCavernBreed
m_bClientSideAnimation
m_bClientSideFrameReset
m_bColdWorld
m_bConnected
m_bConnected[0]
m_bConstrainBetweenEndpoints
m_bControlPoint1
m_bControlPointsReset
m_bCountdownStarted
m_bCustomColors
m_bDamaged
m_bDisableManipulation
m_bDisableShadows
m_bDisabled
m_bDisplayPerf
m_bDisplayReticle
m_bDontRemove
m_bDormant
m_bDrawInMainRender
m_bDrawInPortalRender
m_bDrawViewmodel
m_bDucked
m_bDucking
m_bEmit
m_bEnableShadows
m_bEnabled
m_bEndpointActive
m_bEnterAnimOn
m_bExitAnimOn
m_bExplosive
m_bFaceLeft
m_bFadeCorpse
m_bFadeOut
m_bFadingOut
m_bFailed
m_bFakeLadder
m_bFireOnEmpty
m_bFiresUnderwater
m_bFiringWholeClip
m_bFlipViewModel
m_bFloatLerpWrap
m_bFogEnable
m_bHackedByAlyx
m_bHasGun
m_bHeadlightIsOn
m_bHeld
m_bHeldObjectOnOppositeSideOfPortal
m_bHideCrosshair
m_bHillIsDownhill
m_bHillIsDownhill[0]
m_bImportanRagdoll
m_bImportant
m_bInCavern
m_bInDuckJump
m_bInMiniRound
m_bInMiniRound[0]
m_bInOvertime
m_bInReload
m_bInSetup
m_bInSkybox
m_bInWaitingForPlayers
m_bInterpolationWrap
m_bIsActive
m_bIsBlack
m_bIsBlue
m_bIsBroken
m_bIsCurrentlyUpgrading
m_bIsInfiniteLife
m_bIsLive
m_bIsMoving
m_bIsOpen
m_bIsPlayerSimulated
m_bIsPlayingBack
m_bIsPortal2
m_bIsYesNoVote
m_bLanded
m_bLaserOn
m_bLaunched
m_bLaunchedFromWithinWorld
m_bLight
m_bLightOnlyTarget
m_bLightWorld
m_bMagnetOn
m_bMeasurePerf
m_bMegaPhysgun
m_bMultiplayer
m_bMultipleTrains
m_bNewAnimCommandsSemaphore
m_bNoListRepeats
m_bOn
m_bOpenProngs
m_bOutOfAmmo
m_bPaused
m_bPerformAvoidance
m_bPitchReorientation
m_bPlayerReady
m_bPlayerReady[0]
m_bPlayingMiniRounds
m_bPoisoned
m_bPoseValueParity
m_bPowerDown
m_bPropFlare
m_bReleaseRagdoll
m_bReloadsSingly
m_bRemoveable
m_bSendHandle
m_bSendHandle: %d, m_Handle.Get: 0x%p\n
m_bShowColumns
m_bSimulatedEveryTick
m_bSmoke
m_bSpeedModActive
m_bSprayOn
m_bStartDark
m_bStartFramed
m_bState
m_bStickyAutoAim
m_bStopWatch
m_bSuppressingCrosshair
m_bSwitchedTeamsThisRound
m_bTeamCanCap
m_bTeamCanCap[0]
m_bTeamReady
m_bTeamReady[0]
m_bTrackActive
m_bTrackAlarm
m_bTrackAlarm[0]
m_bUnableToFire
m_bUseCustomAutoExposureMax
m_bUseCustomAutoExposureMin
m_bUseCustomBloomScale
m_bUseHitboxesForRenderBox
m_bUseParentBG
m_bUseScreenAspectRatio
m_bUseScriptBGColor
m_bWasActive
m_bWeaponLowered
m_bWearingSuit
m_bWeatherEffect
m_bWorldSpaceScale
m_bWrap
m_bZooming
m_baseFlags
m_bitsActiveDevices
m_bitsDamageType
m_blinktoggle
m_boneIndexAttached
m_chAreaBits
m_chAreaBits[0]
m_chAreaPortalBits
m_chAreaPortalBits[0]
m_chCurrentSlideLists
m_chCurrentSlideLists[0]
m_chMaterialType
m_chPoseIndex
m_chPoseIndex[0]
m_clrOutline
m_clrOverlay
m_clrRender
m_collisionMaxs
m_collisionMins
m_command
m_controlPosition
m_current
m_customaccel
m_customaccel_exponent
m_customaccel_max
m_customaccel_scale
m_deltaTime
m_entityChannel
m_fAmplitude
m_fCanPlacePortal1OnThisSurface
m_fCanPlacePortal2OnThisSurface
m_fCycleFrequency
m_fDecay
m_fDisappearDist
m_fEffects
m_fEffectsMaxSize1
m_fEffectsMaxSize2
m_fEndWidth
m_fFModAmplitude
m_fFModRate
m_fFModTimeOffset
m_fFadeLength
m_fFillEndTime
m_fFillStartTime
m_fFireDuration
m_fFlags
m_fHaloScale
m_fHeight
m_fInterpolationTime
m_fIsRunning
m_fIsSprinting
m_fLife
m_fLockedPoints
m_fMass
m_fMaxRange1
m_fMaxRange2
m_fMaxSlideTime
m_fMinRange1
m_fMinRange2
m_fMinSlideTime
m_fNoise
m_fNumSecondsTaken
m_fOnTarget
m_fPoseValue
m_fRadius
m_fScale
m_fScreenFlags
m_fSpeed
m_fSquadInFollowMode
m_fStartFrame
m_fTime
m_fTimeTillDeath
m_fWidth
m_fZoom
m_fadeMaxDist
m_fadeMinDist
m_filter
m_flActiveTime
m_flAlpha
m_flAlphaOverride
m_flAltitude
m_flAmbient
m_flAnimTime
m_flBackgroundAlpha
m_flBarChunkGap
m_flBarChunkWidth
m_flBarHeight
m_flBarInsetX
m_flBarInsetY
m_flBarWidth
m_flBaseDamage
m_flBaseSpread
m_flBlendStartTime
m_flBlendWeight
m_flBlueEndFadeTime
m_flBlur
m_flBoxGap
m_flBrightnessTime
m_flCPTimerTimes
m_flCPTimerTimes[0]
m_flCheapWaterEndDistance
m_flCheapWaterStartDistance
m_flCircle1Radius
m_flCircle2Radius
m_flCloseCaptionDuration
m_flConstraintRadius
m_flConstraintSpeedFactor
m_flConstraintWidth
m_flConveyorSpeed
m_flCurWeight
m_flCustomAutoExposureMax
m_flCustomAutoExposureMin
m_flCustomBloomScale
m_flCustomBloomScaleMinimum
m_flCustomPositionX
m_flCustomPositionY
m_flCycle
m_flDamage
m_flDashGap
m_flDashHeight
m_flDeathTime
m_flDensity
m_flDieTime
m_flDistance
m_flDmgTall1
m_flDmgTall2
m_flDmgWide
m_flDmgX
m_flDmgY
m_flDuckJumpTime
m_flDucktime
m_flDuration
m_flEffectTime
m_flElasticity
m_flEncodedController
m_flEncodedController[0]
m_flEndRadius
m_flEndSize
m_flEndWidth
m_flEnginePitch1Time
m_flEnginePitch2Time
m_flFOVBlendStartTime
m_flFOVRate
m_flFOVTime
m_flFadeAlpha
m_flFadeColor
m_flFadeColor[0]
m_flFadeDist
m_flFadeDuration
m_flFadeEndDist
m_flFadeInLength
m_flFadeInStart
m_flFadeOutLength
m_flFadeOutModelLength
m_flFadeOutModelStart
m_flFadeOutStart
m_flFadeScale
m_flFadeStartDist
m_flFallVelocity
m_flFarZ
m_flFlareScale
m_flFlashBattery
m_flFlightSpeed
m_flFlightTime
m_flFloatLerpEndValue
m_flFloatLerpStartValue
m_flFloatLerpTransitionTime
m_flFogEnd
m_flFogMaxDensity
m_flFogStart
m_flForceClientTime
m_flFrame
m_flFrameRate
m_flFramerate
m_flFriction
m_flFrictionModTime
m_flFrictionTime
m_flGlowProxySize
m_flGravity
m_flGrowTime
m_flGustDuration
m_flHDRColorScale
m_flHeight
m_flHistoryGap
m_flHorizSpeed
m_flHorizWeaponSelectOffsetPoint
m_flIconGap
m_flIconInset
m_flIconInsetX
m_flIconInsetY
m_flInitialWindSpeed
m_flInitialZSpeed
m_flInnerRadius
m_flItemFadeInTime
m_flItemFadeOutTime
m_flItemHiddenTime
m_flJumpTime
m_flLabelSizePercentage
m_flLaggedMovementValue
m_flLargeBoxTall
m_flLargeBoxWide
m_flLargeScale
m_flLastTime
m_flLaunchHeight
m_flLaunchTime
m_flLazyCapPerc
m_flLazyCapPerc[0]
m_flLifeTime
m_flLifespan
m_flLifetime
m_flLightFOV
m_flLightScale
m_flMagnitude
m_flMapResetTime
m_flMaxDamage
m_flMaxFrame
m_flMaxGustDelay
m_flMaxOccludeeArea
m_flMaxPropScreenSpaceWidth
m_flMaxspeed
m_flMediumBoxTall
m_flMediumBoxWide
m_flMinFadeLength
m_flMinGustDelay
m_flMinOccluderArea
m_flMinPropScreenSpaceWidth
m_flModelScale
m_flModelWidthScale
m_flNearZ
m_flNextAttack
m_flNextBlendTime
m_flNextEmptySoundTime
m_flNextFOVBlendTime
m_flNextPrimaryAttack
m_flNextRespawnWave
m_flNextRespawnWave[0]
m_flNextSecondaryAttack
m_flNodeHillData
m_flNodeHillData[0]
m_flOpenCloseTime
m_flOuterRadius
m_flOverlayTimes
m_flOverlayTimes[0]
m_flPanelHeight
m_flPanelWidth
m_flParticleLifetime
m_flPathDistance
m_flPathDistance[0]
m_flPhysics
m_flPlaybackRate
m_flPoseParameter
m_flPoseParameter[0]
m_flPrevCycle
m_flPrevSkyboxScale
m_flProxyRandomValue
m_flRadius
m_flRestartRoundTime
m_flRollSpeed
m_flScale
m_flScaleEnd
m_flScaleTime
m_flScaleTimeEnd
m_flScaleTimeStart
m_flScriptVolume
m_flScrollSpeed
m_flSelectionAlphaOverride
m_flSelectionNumberXPos
m_flSelectionNumberYPos
m_flSequenceScale
m_flShadowCastDistance
m_flShadowMaxDist
m_flShardSize
m_flSimulationTime
m_flSize
m_flSizeMax
m_flSizeMin
m_flSkyboxScale
m_flSmallBoxSize
m_flSmallScale
m_flSpawnRadius
m_flSpawnRate
m_flSpawnTime
m_flSpeed
m_flSpriteFramerate
m_flSpriteScale
m_flStartRadius
m_flStartScale
m_flStartSize
m_flStartTime
m_flStartWidth
m_flStartWidthVariance
m_flStartupTime
m_flStepSize
m_flStepSoundTime
m_flSuitPower
m_flSwimSoundTime
m_flTeamCapTime
m_flTeamCapTime[0]
m_flTexCoord
m_flTextInset
m_flTextScan
m_flTextYPos
m_flTextureRes
m_flThrottle
m_flTimeBurnOut
m_flTimePingEffect
m_flTimeRemaining
m_flTimeWeaponIdle
m_flTranslucencyLimit
m_flTwist
m_flUnlockTimes
m_flUnlockTimes[0]
m_flUpdateTime
m_flWaterJumpTime
m_flWaterZ
m_flWaveHeight
m_flWeaponPickupGrowTime
m_flWeight
m_flWidth
m_flWidthVariance
m_flWorldEnterTime
m_flZAcceleration
m_flags
m_flexWeight
m_flexWeight[0]
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.start
m_fog.startLerpTo
m_forceupdate
m_forward
m_hActiveWeapon
m_hActorList
m_hAttachEntity
m_hAttachEntity[0]
m_hAttachedToEntity
m_hAttacker
m_hAutoAimTarget
m_hCameraEntity
m_hConstraintEntity
m_hControlPointEnts
m_hControlPointEnts[0]
m_hDinosaur_Signal
m_hEffectEntity
m_hEndPoint
m_hEnt
m_hEntAttached
m_hFont
m_hGroundEntity
m_hIconFont
m_hInflictor
m_hItemFont
m_hItemFontPulsing
m_hLadder
m_hLastWeapon
m_hLightingLandmark
m_hLightingOrigin
m_hLightingOriginRelative
m_hLinkedPortal
m_hMyWeapons
m_hMyWeapons[0]
m_hNetworkMoveParent
m_hNumberFont
m_hNumberGlowFont
m_hObserverTarget
m_hOwner
m_hOwnerEntity
m_hPlayer
m_hPlayerOwner
m_hPortalEnvironment
m_hProps
m_hProps[0]
m_hRagdoll
m_hSmallNumberFont
m_hStartPoint
m_hSurroundingLiquidPortal
m_hTarget
m_hTargetEntity
m_hTextFont
m_hThrower
m_hUnragdoll
m_hUseEntity
m_hVehicle
m_hViewModel
m_hViewModel[0]
m_hViewPosition
m_hWeapon
m_hZoomOwner
m_iActiveIssueIndex
m_iAmmo
m_iAmmoType
m_iAmmo[0]
m_iAuxPowerDisabledAlpha
m_iAvatarWidth
m_iBackgroundModelIndex
m_iBarTall
m_iBarWide
m_iBarX
m_iBarY
m_iBaseControlPoints
m_iBaseControlPoints[0]
m_iBleedingLevel
m_iBlendMode
m_iBonusChallenge
m_iBonusProgress
m_iBorderBottom
m_iBorderCenter
m_iBorderLeft
m_iBorderRight
m_iBorderTop
m_iBronzeObjective
m_iCPGroup
m_iCPGroup[0]
m_iCappingTeam
m_iCappingTeam[0]
m_iCenterX
m_iCenterY
m_iClassWidth
m_iClip1
m_iClip2
m_iControlPointParents
m_iControlPointParents[0]
m_iCount
m_iCountXFR
m_iCountY
m_iCurrentFriction
m_iCurrentMaxRagdollCount
m_iCycleType
m_iDamageCustom
m_iDamageStats
m_iDamagedOtherPlayers
m_iDeathFrame
m_iDeathPose
m_iDeathWidth
m_iDeaths
m_iDeaths[0]
m_iDefaultFOV
m_iDesiredOverlay
m_iDisplayObjective
m_iEFlags
m_iEffectIndex
m_iEffectName
m_iEndAttachment
m_iEntIndex
m_iEvent
m_iFOV
m_iFOVStart
m_iFrameEnd
m_iFrameStart
m_iFrictionAnimState
m_iGoldObjective
m_iGustDirChange
m_iHealth
m_iHealth[0]
m_iHideHUD
m_iIconTall
m_iIconWide
m_iIconX
m_iIconY
m_iInitialWindDir
m_iLaserState
m_iLastFiredPortal
m_iLeftY
m_iMaterialModel
m_iMaterialName
m_iMaxFriction
m_iMaxGust
m_iMaxWind
m_iMinFriction
m_iMinGust
m_iMinWind
m_iNameWidth
m_iNextBlendMode
m_iNextFOV
m_iNodeNumber
m_iNodeNumberMax
m_iNumControlPoints
m_iNumPortalsPlaced
m_iNumRadarContacts
m_iNumStepsTaken
m_iNumTeamMembers
m_iNumTeamMembers[0]
m_iObserverMode
m_iOnlyTeamToVote
m_iOverlayID
m_iOwner
m_iOwner[0]
m_iPacketloss
m_iParentAttachment
m_iPhysicsMode
m_iPing
m_iPingWidth
m_iPing[0]
m_iPlayerSoundType
m_iPreviousPoints
m_iPreviousPoints[0]
m_iPrimaryAmmoCount
m_iPrimaryAmmoType
m_iRadarContactType
m_iRadarContactType[0]
m_iRightY
m_iRopeMaterialModelIndex
m_iRoundState
m_iRoundsWon
m_iScore
m_iScoreWidth
m_iScore[0]
m_iSecondaryAmmoCount
m_iSecondaryAmmoType
m_iSilverObjective
m_iSpawnInterpCounter
m_iSpeakersX
m_iSpeakersY
m_iSpeedModRadius
m_iSpeedModSpeed
m_iSquadMedicCount
m_iSquadMemberCount
m_iStartAttachment
m_iStartFOV
m_iState
m_iStopWatchTimer
m_iTeam
m_iTeamBaseIcons
m_iTeamBaseIcons[0]
m_iTeamIcons
m_iTeamIcons[0]
m_iTeamInZone
m_iTeamInZone[0]
m_iTeamNum
m_iTeamOverlays
m_iTeamOverlays[0]
m_iTeamReqCappers
m_iTeamReqCappers[0]
m_iTeam[0]
m_iTextGapX
m_iTextGapY
m_iTextX
m_iTextY
m_iTextureFrameIndex
m_iTimerToShowInHUD
m_iTitleTextInsetXOverride
m_iTitleTextInsetYOverride
m_iType
m_iUpdateCapHudParity
m_iViewModelIndex
m_iWarnOnCap
m_iWarnOnCap[0]
m_iWindSeed
m_iWinningTeam
m_iWorldModelIndex
m_iYOffset
m_interval
m_isPlaying
m_iszCommentaryFile
m_iszCommentaryFileNoHDR
m_iszDetailSpriteMaterial
m_iszName
m_iszOverlayNames
m_iszOverlayNames[0]
m_iszSoundName
m_iszSoundScriptName
m_iszSpeakers
m_iszSpriteName
m_iszWarnSound
m_iszWarnSound[0]
m_lifeState
m_lookupFilename
m_mass
m_maxFalloff
m_maxInterval
m_minFalloff
m_minInterval
m_modelIndex
m_mouseaccel1
m_mouseaccel2
m_mousespeed
m_nAmmoCount
m_nAmount
m_nAnimationParity
m_nAspectRatioOffset
m_nAttachIndex
m_nAttachIndex[0]
m_nAttachment
m_nAttachmentIndex
m_nBeamFlags
m_nBeamType
m_nBgTextureId1
m_nBgTextureId2
m_nBgTextureId3
m_nBgTextureId4
m_nBody
m_nBoostTimeLeft
m_nBrightness
m_nButtons
m_nColor
m_nCount
m_nCurrent
m_nDamageType
m_nData
m_nDensity
m_nDissolveType
m_nDropModel
m_nEffects
m_nEndEntity
m_nEnginePitch1
m_nEnginePitch2
m_nEntity
m_nExactWaterLevel
m_nFModType
m_nFadeLength
m_nFirstStep
m_nFlags
m_nFlameFromAboveModelIndex
m_nFlameModelIndex
m_nForceBone
m_nFrameRate
m_nGlowModelIndex
m_nHaloIndex
m_nHasBoost
m_nHitBox
m_nHitbox
m_nHitboxSet
m_nHorizontalSize
m_nIconTextureId
m_nImpulse
m_nIndex
m_nLifeTime
m_nLifetime
m_nMagnitude
m_nMaterial
m_nMaxDist
m_nMinDXLevel
m_nMinDist
m_nModelIndex
m_nModifyMode
m_nMuzzleFlashParity
m_nNewSequenceParity
m_nNextThinkTick
m_nNumBeamEnts
m_nNumHigh
m_nNumNodeHillData
m_nNumNodeHillData[0]
m_nNumWide
m_nOccluderIndex
m_nOldButtons
m_nOrder
m_nOuterMaxDist
m_nOverlayMaterial
m_nOverlaySequence
m_nOverlaySize
m_nPaintBackgroundType
m_nPanelBits
m_nPanelName
m_nPlasmaModelIndex
m_nPlasmaModelIndex2
m_nPlayer
m_nPoints
m_nPotentialVotes
m_nPrecipType
m_nPrevSequence
m_nRPM
m_nRadius
m_nRandomization
m_nReferencePlayer
m_nRenderFX
m_nRenderMode
m_nResetEventsParity
m_nReversed
m_nScannerDisabledVehicle
m_nScannerDisabledWeapons
m_nSceneStringIndex
m_nSegments
m_nSequence
m_nShadowQuality
m_nSignalID
m_nSiteHalo
m_nSize
m_nSkin
m_nSolidType
m_nSpeed
m_nSpotlightTextureFrame
m_nSprayModel
m_nStartEntity
m_nStartFrame
m_nState
m_nStepCount
m_nStepside
m_nSurfaceProp
m_nSurfaceType
m_nSurroundType
m_nTickBase
m_nTopOffset
m_nTrailLength
m_nType
m_nVerticalSize
m_nViewModelIndex
m_nVoteOptionCount
m_nVoteOptionCount[0]
m_nWaterLevel
m_nWaterType
m_netLookupFilename
m_next
m_pHeldObjectPortal
m_pRagdoll
m_pitch
m_poolOrigin
m_pszCapLayoutInHUD
m_ragAngles
m_ragAngles[0]
m_ragPos
m_ragPos[0]
m_ragdoll.allowStretch
m_ragdoll.boneIndex
m_ragdoll.listCount
m_ragdoll.list[0].originParentSpace
m_ragdoll.list[0].pConstraint
m_ragdoll.list[0].pObject
m_ragdoll.list[0].parentIndex
m_ragdoll.list[10].originParentSpace
m_ragdoll.list[10].pConstraint
m_ragdoll.list[10].pObject
m_ragdoll.list[10].parentIndex
m_ragdoll.list[11].originParentSpace
m_ragdoll.list[11].pConstraint
m_ragdoll.list[11].pObject
m_ragdoll.list[11].parentIndex
m_ragdoll.list[12].originParentSpace
m_ragdoll.list[12].pConstraint
m_ragdoll.list[12].pObject
m_ragdoll.list[12].parentIndex
m_ragdoll.list[13].originParentSpace
m_ragdoll.list[13].pConstraint
m_ragdoll.list[13].pObject
m_ragdoll.list[13].parentIndex
m_ragdoll.list[14].originParentSpace
m_ragdoll.list[14].pConstraint
m_ragdoll.list[14].pObject
m_ragdoll.list[14].parentIndex
m_ragdoll.list[15].originParentSpace
m_ragdoll.list[15].pConstraint
m_ragdoll.list[15].pObject
m_ragdoll.list[15].parentIndex
m_ragdoll.list[16].originParentSpace
m_ragdoll.list[16].pConstraint
m_ragdoll.list[16].pObject
m_ragdoll.list[16].parentIndex
m_ragdoll.list[17].originParentSpace
m_ragdoll.list[17].pConstraint
m_ragdoll.list[17].pObject
m_ragdoll.list[17].parentIndex
m_ragdoll.list[18].originParentSpace
m_ragdoll.list[18].pConstraint
m_ragdoll.list[18].pObject
m_ragdoll.list[18].parentIndex
m_ragdoll.list[19].originParentSpace
m_ragdoll.list[19].pConstraint
m_ragdoll.list[19].pObject
m_ragdoll.list[19].parentIndex
m_ragdoll.list[1].originParentSpace
m_ragdoll.list[1].pConstraint
m_ragdoll.list[1].pObject
m_ragdoll.list[1].parentIndex
m_ragdoll.list[20].originParentSpace
m_ragdoll.list[20].pConstraint
m_ragdoll.list[20].pObject
m_ragdoll.list[20].parentIndex
m_ragdoll.list[21].originParentSpace
m_ragdoll.list[21].pConstraint
m_ragdoll.list[21].pObject
m_ragdoll.list[21].parentIndex
m_ragdoll.list[22].originParentSpace
m_ragdoll.list[22].pConstraint
m_ragdoll.list[22].pObject
m_ragdoll.list[22].parentIndex
m_ragdoll.list[23].originParentSpace
m_ragdoll.list[23].pConstraint
m_ragdoll.list[23].pObject
m_ragdoll.list[23].parentIndex
m_ragdoll.list[2].originParentSpace
m_ragdoll.list[2].pConstraint
m_ragdoll.list[2].pObject
m_ragdoll.list[2].parentIndex
m_ragdoll.list[3].originParentSpace
m_ragdoll.list[3].pConstraint
m_ragdoll.list[3].pObject
m_ragdoll.list[3].parentIndex
m_ragdoll.list[4].originParentSpace
m_ragdoll.list[4].pConstraint
m_ragdoll.list[4].pObject
m_ragdoll.list[4].parentIndex
m_ragdoll.list[5].originParentSpace
m_ragdoll.list[5].pConstraint
m_ragdoll.list[5].pObject
m_ragdoll.list[5].parentIndex
m_ragdoll.list[6].originParentSpace
m_ragdoll.list[6].pConstraint
m_ragdoll.list[6].pObject
m_ragdoll.list[6].parentIndex
m_ragdoll.list[7].originParentSpace
m_ragdoll.list[7].pConstraint
m_ragdoll.list[7].pObject
m_ragdoll.list[7].parentIndex
m_ragdoll.list[8].originParentSpace
m_ragdoll.list[8].pConstraint
m_ragdoll.list[8].pObject
m_ragdoll.list[8].parentIndex
m_ragdoll.list[9].originParentSpace
m_ragdoll.list[9].pConstraint
m_ragdoll.list[9].pObject
m_ragdoll.list[9].parentIndex
m_ragdoll.pGroup
m_ragdollAttachedObjectIndex
m_rate
m_rawinput
m_rgflCoordinateFrame
m_sLaserHaloSprite
m_scrollRate
m_shadowColor
m_shadowDirection
m_shutdownTime
m_side
m_skybox3d.area
m_skybox3d.fog.blend
m_skybox3d.fog.colorPrimary
m_skybox3d.fog.colorSecondary
m_skybox3d.fog.dirPrimary
m_skybox3d.fog.enable
m_skybox3d.fog.end
m_skybox3d.fog.maxdensity
m_skybox3d.fog.start
m_skybox3d.origin
m_skybox3d.scale
m_sndCommentary
m_solidIndex
m_soundlevel
m_spawnflags
m_surfaceFriction
m_szAnimExtension
m_szDisplayText
m_szLastPlaceName
m_szMaterialName
m_szMaterialVar
m_szMaterialVarValue
m_szName
m_szSlideshowDirectory
m_szSoundName
m_szTeamname
m_target
m_targetPosition
m_time
m_triggerBloat
m_ubInterpolationFrame
m_ucFlags
m_uchBackColor[0]
m_uchBackColor[1]
m_uchBackColor[2]
m_uchFrontColor[0]
m_uchFrontColor[1]
m_uchFrontColor[2]
m_usSolidFlags
m_vAngles
m_vCPPositions
m_vCPPositions[0]
m_vCorner
m_vDirection
m_vDissolverOrigin
m_vNormal
m_vOrigin
m_vOrigin[0]
m_vOrigin[1]
m_vOrigin[2]
m_vStart[0]
m_vStart[1]
m_vStart[2]
m_vWind
m_value
m_vecAbsOrigin
m_vecAbsVelocity
m_vecAngVelocity
m_vecAngles
m_vecAutoAimPoint
m_vecBaseVelocity
m_vecCameraView
m_vecCameraViewAngles
m_vecCenter
m_vecConstraintCenter
m_vecCurrentAngles
m_vecDamageForce
m_vecDamagePosition
m_vecDir
m_vecDirection
m_vecEnd
m_vecEndColor
m_vecEndPoint
m_vecEndPos
m_vecEnterWorldPosition
m_vecEyeExitEndpoint
m_vecEyeSpeed
m_vecForce
m_vecForcePos
m_vecGunCrosshair
m_vecHitPos
m_vecIKTarget[0]
m_vecIKTarget[1]
m_vecIKTarget[2]
m_vecIKTarget[3]
m_vecIKTarget[4]
m_vecIKTarget[5]
m_vecLadderDir
m_vecLadderNormal
m_vecLastEyePos
m_vecLastEyeTarget
m_vecLean
m_vecLocatorOrigin
m_vecMaxs
m_vecMaxsPreScaled
m_vecMins
m_vecMinsPreScaled
m_vecNetworkOrigin
m_vecNormal
m_vecOrigin
m_vecOrigin[0]
m_vecOrigin[1]
m_vecOrigin[2]
m_vecParabolaDirection
m_vecPhysVelocity
m_vecPlayerMountPositionBottom
m_vecPlayerMountPositionTop
m_vecPoints
m_vecPoints[0]
m_vecPos
m_vecPrevSkyboxOrigin
m_vecPunchAngle
m_vecPunchAngleVel
m_vecRadarContactPos
m_vecRadarContactPos[0]
m_vecRagdollOrigin
m_vecRagdollVelocity
m_vecRenderMaxs
m_vecRenderMins
m_vecReportedPosition
m_vecRoot
m_vecScreenPos
m_vecShift
m_vecSize
m_vecSkyboxOrigin
m_vecSpecifiedSurroundingMaxs
m_vecSpecifiedSurroundingMaxsPreScaled
m_vecSpecifiedSurroundingMins
m_vecSpecifiedSurroundingMinsPreScaled
m_vecStart
m_vecStartAngles
m_vecStartPoint
m_vecStartPosition
m_vecSteps
m_vecSurfaceNormal
m_vecTargetSpeed
m_vecTip
m_vecTipDrawOffset
m_vecVelocity
m_vecVelocity[0]
m_vecVelocity[1]
m_vecVelocity[2]
m_vecViewOffset
m_vecViewOffset[0]
m_vecViewOffset[1]
m_vecViewOffset[2]
m_vehicleView.bClampEyeAngles
m_vehicleView.flFOV
m_vehicleView.flPitchCurveLinear
m_vehicleView.flPitchCurveZero
m_vehicleView.flPitchMax
m_vehicleView.flPitchMin
m_vehicleView.flRollCurveLinear
m_vehicleView.flRollCurveZero
m_vehicleView.flYawMax
m_vehicleView.flYawMin
m_viewtarget
m_volume
m_waterLevel
m_yaw
magic
magnitude
main: %s, cycle: %.2f\n
maintain position along path
male
malformed sPLT chunk
mapinfo
mapname
maps/%s.txt
maps/%s_particles.txt
maps/default.txt
maskFrameVar
maskTextureVar
mat_accelerate_adjust_exposure_down
mat_autoexposure_max
mat_autoexposure_min
mat_bloom_scalefactor_scalar
mat_bloomamount_rate
mat_bloomscale
mat_bumpmap
mat_camerarendertargetoverlaysize
mat_clipz
mat_colcorrection_disableentities
mat_colorcorrection
mat_debug_autoexposure
mat_debug_bloom
mat_debug_postprocessing_effects
mat_debug_process_halfscreen
mat_depthbias_shadowmap
mat_disable_bloom
mat_drawTexture
mat_drawTextureScale
mat_drawwater
mat_dump_rts
mat_dynamic_tonemapping
mat_enable_vrmode 0\n
mat_exposure_center_region_x
mat_exposure_center_region_x_flashlight
mat_exposure_center_region_y
mat_exposure_center_region_y_flashlight
mat_force_bloom
mat_force_tonemap_scale
mat_framebuffercopyoverlaysize
mat_fullbright
mat_hdr_level
mat_hdr_manual_tonemap_rate
mat_hdr_tonemapscale
mat_hdr_uncapexposure
mat_hsv
mat_motion_blur_enabled
mat_motion_blur_falling_intensity
mat_motion_blur_falling_max
mat_motion_blur_falling_min
mat_motion_blur_forward_enabled
mat_motion_blur_rotation_intensity
mat_motion_blur_strength
mat_non_hdr_bloom_scalefactor
mat_normals
mat_postprocess_x
mat_postprocess_y
mat_postprocessing_combine
mat_queue_mode
mat_reduceparticles
mat_reset_rendertargets\n
mat_setvideomode %i %i %i\n
mat_show_ab_hdr
mat_show_ab_hdr_hudelement
mat_show_histogram
mat_showcamerarendertarget
mat_showframebuffertexture
mat_showlightmappage
mat_showwatertextures
mat_slopescaledepthbias_shadowmap
mat_software_aa_blur_one_pixel_lines
mat_software_aa_debug
mat_software_aa_edge_threshold
mat_software_aa_quality
mat_software_aa_strength
mat_software_aa_strength_vgui
mat_software_aa_tap_offset
mat_softwareskin
mat_specular
mat_stub
mat_tonemap_algorithm
mat_tonemap_min_avglum
mat_tonemap_percent_bright_pixels
mat_tonemap_percent_target
mat_tonemapping_occlusion_use_stencil
mat_viewportscale
mat_viewportupscale
mat_vsync
mat_wateroverlaysize
mat_wireframe
mat_yuv
material
material system and below
material_proxy_state
materials/
materials/%s
materials/correction/cc_death.raw
materials/temp/%s.vtf
materials/vgui/%s/%s
materials/vgui/%s/*.vmt
materialtable
materialtype
matrix
matrix: %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f
matrix_array
max constraint passes
max force
max length
max number of rounds to play before server changes maps
maxAttachmentSpeed
maxEndAlpha
maxEndSize
maxLifetime
maxRandomFactor
maxRandomSpeed
maxRoll
maxRollSpeed
maxStartAlpha
maxStartSize
maxStartValueDelta
maxVal
max_particles
max_val
maxchars
maximum distance
maximum distance end
maximum distance middle
maximum draw distance
maximum emission per frame
maximum points to cache
maximum sim tick rate
maximum speed
maximum time step
maximum trace length
maximum velocity
maxs
mean
media/
medium
melee_hit
melee_hit_world
melee_miss
menu_label
menuselect %d\n
message
messagemode
messagemode2
mfff.
mffff.
mid point position
min force
min length
minAttachmentSpeed
minEndAlpha
minEndSize
minLifetime
minRandomFactor
minRandomSpeed
minRoll
minRollSpeed
minStartAlpha
minStartSize
minStartValueDelta
minVal
minimum distance
minimum rendered frames
minimum sim tick rate
minimum speed
minimum velocity
mins
mipSkipCount
mod_load_showstall
mod_studio: MOVETYPE_FOLLOW with no model.\n
mode
model
modelName
modelname
modelname_hwm
modelpanel
models/
models/%s
models/brokenglass/glassbroken_01a
models/brokenglass/glassbroken_01b
models/brokenglass/glassbroken_01c
models/brokenglass/glassbroken_01d
models/brokenglass/glassbroken_02a
models/brokenglass/glassbroken_02b
models/brokenglass/glassbroken_02c
models/brokenglass/glassbroken_02d
models/brokenglass/glassbroken_03a
models/brokenglass/glassbroken_03b
models/brokenglass/glassbroken_03c
models/brokenglass/glassbroken_03d
models/brokenglass/glassbroken_solid
models/brokentile/tilebroken_01a
models/brokentile/tilebroken_01b
models/brokentile/tilebroken_01c
models/brokentile/tilebroken_01d
models/brokentile/tilebroken_02a
models/brokentile/tilebroken_02b
models/brokentile/tilebroken_02c
models/brokentile/tilebroken_02d
models/brokentile/tilebroken_03a
models/brokentile/tilebroken_03b
models/brokentile/tilebroken_03c
models/brokentile/tilebroken_03d
models/crossbow_bolt.mdl
models/error.mdl
models/gibs/antlion_gib_large_1.mdl
models/gibs/antlion_gib_large_2.mdl
models/gibs/antlion_gib_large_3.mdl
models/gibs/antlion_gib_medium_1.mdl
models/gibs/antlion_gib_medium_2.mdl
models/gibs/antlion_gib_medium_3.mdl
models/gibs/antlion_gib_small_1.mdl
models/gibs/antlion_gib_small_2.mdl
models/gibs/antlion_gib_small_3.mdl
models/player.mdl
models/player/
models/portals/portal1.mdl
models/portals/portal2.mdl
models/portals/portal_1_dynamicmesh
models/portals/portal_1_renderfix_dynamicmesh
models/portals/portal_2_dynamicmesh
models/portals/portal_2_renderfix_dynamicmesh
models/portals/portal_depthdoubler
models/portals/portal_refract_1
models/portals/portal_refract_2
models/portals/portal_stencil_hole
models/portals/portalstaticoverlay_1
models/portals/portalstaticoverlay_2
models/weapons/rifleshell.mdl
models/weapons/shell.mdl
models/weapons/shotgun_shell.mdl
monitor
motiondisabled
mouseOverImage
mouseinputenabled
mouth
move_scale
move_x
move_y
move_yaw
movecollide
moveleft
movement
moveparent
moveright
moveto
movetype
mp_allowspectators
mp_blockstyle
mp_bonusroundtime
mp_capdeteriorate_time
mp_capstyle
mp_chattime
mp_disable_respawn_times
mp_facefronttime
mp_fadetoblack
mp_feetyawrate
mp_forceautoteam
mp_forcecamera
mp_fraglimit
mp_friendlyfire
mp_ik
mp_maxrounds
mp_respawnwavetime
mp_show_voice_icons
mp_showgestureslots
mp_slammoveyaw
mp_stalemate_meleeonly
mp_teams_unbalance_limit
mp_timelimit
mp_tournament
mp_usehwmmodels
mp_usehwmvcds
mp_winlimit
msg_fallback
mtlName
multiplayer_break
music/portal_still_alive.mp3
muzzle
muzzle_embers
muzzleflash_light
nObjects
nSaved
name
name_width
namechange_button
nameindex
navActivate
navBack
navDown
navLeft
navRight
navToRelay
navUp
nav_progress
net_graph
net_graphheight
net_graphmsecs
net_graphpos
net_graphproportionalfont
net_graphshowinterp
net_graphshowlatency
net_graphsolid
net_graphtext
net_scale
neurotoxin_countdown_screen
never_draw
newPanel
newmode
newname
newsubpage
nextShake
nextfadetime
nobuttons
nodamageforces
noise
noise coordinate scale
none
normalx
normaly
normalz
north
north-east
north-west
northeast
northwest
numFrames
numMipLevels
numResources
numTicks
num_to_emit
num_to_emit_minimum
numblocks
numbronze
numflexsettings
numgold
numindexes
numkeys
numsettings
numsilver
o@11CHudMessage
oFFs
oX0f
object local space axis 0/1
obs_target
obsolete1
obsolete2
offffff.
offset
offset in local space 0/1
offset max
offset min
offset of center
offset position
offset proportional to radius 0/1
okay
old_radiusdamage
old_target
oldmode
oldname
oldtall
oldwide
on_foot
onbreak
onfirstimpact
onlaunch
only active within specified distance
only active within specified input range
onlyAnimateOnTexture
onpickup
onworldimpact
open
openAmount
openingTexture
operator end fadein
operator end fadeout
operator fade oscillate
operator start fadein
operator start fadeout
operators
option_duck_method
option_duck_method_default
orientation control point
orientation_type
origin
origin_x
origin_y
origin_z
original
originx
originy
originz
oscillate_scalar
oscillate_vector
oscillation field
oscillation frequency max
oscillation frequency min
oscillation multiplier
oscillation rate max
oscillation rate min
oscillation start phase
otherplayers
out:%4i   %2.2f k/s
outoffocus_bgcolor_override
output control point
output field
output is scalar of initial random range
output maximum
output minimum
over
overlay_vars
overlays
overview
overview_alpha
overview_health
overview_locked
overview_mode
overview_names
overview_tracks
overview_zoom
ox f
p0ffffff.
p@tIME
pCAL
pHYs
pWorldObject
pXu\t
page
paintbackground
paintborder
paintsplat
panel
panelName
panelPtr
panel_test_title_safe
param
param2
param3
particle/SmokeStack
particle/fire
particle/particle_fire
particle/particle_noisesphere
particle/particle_smokegrenade
particle/particle_smokegrenade%d
particle/particle_smokegrenade1
particle/particle_sphere
particle/particledefault
particle/rain
particle/screenspace_fog
particle/smokesprites_0001
particle/snow
particle/sparkles
particleSpacing
particleSystemDefinitions
particle_sim_alt_cores
particle_simulateoverflow
particles
particles to map from start to end
particles/particles_manifest.txt
particlesPerDimension
pausebetweenwaves
perfdata
performlayout
perfvisualbenchmark
perfvisualbenchmark_abort
permitresponses
phonemedelay
phonemefilter
phonemes
phonemes_strong
phonemes_weak
phonemesnap
phys_pushscale
phys_swap
physcannon_mega_enabled
physdamagescale
physgun_interactions
physicsmode
physpowerup
physpowerup_att
physpowerup_glow
pin_corner_to_sibling
pin_to_sibling
pin_to_sibling_corner
ping
ping_width
pitch
pixelshigh
pixelswide
pixelvis_debug
pl(%i) cmd(%i) hash(%i) inst(%i) ack(%s)
placementOrigin
placementattachment
placementbone
plane normal
plane point
playback_time
player
playerIndex
player_array_element
player_changename
player_connect
player_death
player_disconnect
player_hintmessage
player_info
player_info_s
player_limit_jump_speed
player_spawn
player_squad_transient_commands
player_team
playercombo
playerlabel
playermodel
playername
playerresource
playgamesound
playlooping
playoverscript
playrandom
playsoundscape
playtime
playvideo
playvideo_exitcommand
plushair
png_do_quantize returned rowbytes=0
png_do_rgb_to_gray found nongray pixel
png_inflate logic error
png_set_background
png_set_gAMA
png_set_gamma file gamma
png_set_gamma screen gamma
png_write_info was never called before png_write_row
point0
point1
portal
portalId
portalToWorld
portalType
portal_1_overlap
portal_1_projectile_stream
portal_1_projectile_stream_pedestal
portal_2_overlap
portal_2_projectile_stream
portal_2_projectile_stream_pedestal
portal_crosshair_last_placed
portal_crosshair_left_invalid
portal_crosshair_left_valid
portal_crosshair_right_invalid
portal_crosshair_right_valid
portal_demohack
portal_gamerules
portal_gamerules_data
portal_stats_display_screen
portals
portaltracktrainendpoint
portaltracktrainendpointattractor
pos:  %.02f %.02f %.02f
pos_x
pos_y
pose_parameters
position
positionImage
position_offset_random
position_warp_random
position_within_box
position_within_sphere
positionoverride
postion_lock_to_controlpoint
posx
posy
posz
potentialVotes
potterywheelpanelwireframe
pred error %6.3f units (%6.3f %6.3f %6.3f)
predictable_id
predicted
prefix
preloadDataSize
prepend
presence
preserveAspectRatio
pressedImage
preventNameBasedLookup
primary_ammo
print soundscapes
printname
progress
prop_data
prop_dynamic_override
prop_energy_ball
prop_physics_multiplayer
prop_physics_override
prop_portal
prop_portal_flatbasic
proportional 0/1
proportionalToParent
proportional_float
proportional_int
proportional_xpos
proportional_ypos
props_break_max_pieces
props_break_max_pieces_perframe
proxies
prp_hat
prp_helmet
prpd
publicchat_button
pwatchent
pwatchvar
pyro_max_intensity
pyro_max_rate
pyro_max_side_length
pyro_max_side_width
pyro_min_intensity
pyro_min_rate
pyro_min_side_length
pyro_min_side_width
pyro_vignette
pyro_vignette_distortion
p}?333333
q89r8|
q?13CBaseViewport
qH+u
q\ffff.
qangle
qangle_array
qfffff.
quaternion
quaternion (%f %f %f %f)
quaternion (%f %f %f %f)\n
quaternion[] differs (1st diff) (net %f %f %f %f - pred %f %f %f %f) delta(%f %f %f %f)\n
quaternion_array
query CPortalRenderer
r lo
r:kU
r_3dsky
r_AirboatPitchCurveLinear
r_AirboatPitchCurveZero
r_AirboatRollCurveLinear
r_AirboatRollCurveZero
r_AirboatViewBlendTo
r_AirboatViewBlendToScale
r_AirboatViewBlendToTime
r_AirboatViewDampenDamp
r_AirboatViewDampenFreq
r_AirboatViewZHeight
r_DrawBeams
r_DrawDetailProps
r_DrawRain
r_ForceWaterLeaf
r_JeepFOV
r_JeepViewBlendTo
r_JeepViewBlendToScale
r_JeepViewBlendToTime
r_JeepViewDampenDamp
r_JeepViewDampenFreq
r_JeepViewZHeight
r_PhysPropStaticLighting
r_PortalTestEnts
r_RainHack
r_RainProfile
r_RainRadius
r_RainSideVel
r_RainSimulate
r_RainSplashPercentage
r_SnowColorBlue
r_SnowColorGreen
r_SnowColorRed
r_SnowDebugBox
r_SnowEnable
r_SnowEndAlpha
r_SnowEndSize
r_SnowFallSpeed
r_SnowInsideRadius
r_SnowOutsideRadius
r_SnowParticles
r_SnowPosScale
r_SnowRayEnable
r_SnowRayLength
r_SnowRayRadius
r_SnowSpeedScale
r_SnowStartAlpha
r_SnowStartSize
r_SnowWindScale
r_SnowZoomOffset
r_SnowZoomRadius
r_VehicleViewClamp
r_VehicleViewDampen
r_WaterDrawReflection
r_WaterDrawRefraction
r_cheapwaterend
r_cheapwaterend: %f\n
r_cheapwaterstart
r_cheapwaterstart: %f\n
r_debugcheapwater
r_decals
r_depthoverlay
r_dopixelvisibility
r_drawbrushmodels
r_drawdecals
r_drawdetailprops
r_drawdisp
r_drawentities
r_drawflecks
r_drawmodeldecals
r_drawopaquerenderables
r_drawopaquestaticpropslast
r_drawopaqueworld
r_drawothermodels
r_drawparticles
r_drawpixelvisibility
r_drawrenderboxes
r_drawropes
r_drawsprites
r_drawstaticprops
r_drawtranslucentrenderables
r_drawtranslucentworld
r_drawviewmodel
r_drawworld
r_dynamic
r_entityclips
r_eyeglintlodpixels
r_eyegloss
r_eyemove
r_eyes
r_eyeshift_x
r_eyeshift_y
r_eyeshift_z
r_eyesize
r_eyewaterepsilon
r_farz
r_flashlight_version2
r_flashlightambient
r_flashlightconstant
r_flashlightdepthres
r_flashlightdepthtexture
r_flashlightdrawdepth
r_flashlightdrawfrustum
r_flashlightfar
r_flashlightfov
r_flashlightladderdist
r_flashlightlinear
r_flashlightlockposition
r_flashlightmodels
r_flashlightnear
r_flashlightoffsetx
r_flashlightoffsety
r_flashlightoffsetz
r_flashlightquadratic
r_flashlightshadowatten
r_flashlightvisualizetrace
r_flex
r_forcecheapwater
r_mapextents
r_maxmodeldecal
r_modelwireframedecal
r_newflashlight
r_nohw
r_nosw
r_particle_sim_spike_threshold_ms
r_particle_timescale
r_pixelvisibility_partial
r_pixelvisibility_spew
r_portal_stencil_depth
r_portal_use_complex_frustums
r_portal_use_stencils
r_portalsopenall
r_propsmaxdist
r_queued_post_processing
r_queued_ropes
r_rainalpha
r_rainalphapow
r_raindensity
r_rainlength
r_rainspeed
r_rainwidth
r_renderoverlayfragment
r_rootlod
r_rope_holiday_light_scale
r_ropes_holiday_lights_allowed
r_ropetranslucent
r_screenfademaxsize
r_screenfademinsize
r_screenoverlay
r_screenoverlay: %s\n
r_sequence_debug
r_shadowangles
r_shadowblobbycutoff
r_shadowcolor
r_shadowdir
r_shadowdist
r_shadowmaxrendered
r_shadowrendertotexture
r_shadows
r_shadows_gamecontrol
r_showenvcubemap
r_skin
r_skybox
r_sse_s
r_studio_stats
r_studio_stats_lock
r_studio_stats_mode
r_swingflashlight
r_teeth
r_threaded_client_shadow_manager
r_threaded_particles
r_threaded_renderables
r_updaterefracttexture
r_visocclusion
r_visualizeproplightcaching
r_visualizetraces
r_waterforceexpensive
r_waterforcereflectentities
r_worldlistcache
radar_range
radius
radius scale
radiusExpandTime
radius_end_scale
radius_max
radius_min
radius_random
radius_random_exponent
radius_scale
radius_start_scale
ragdoll
ragdoll_sleepaftertime
ragdollconstraint
ramp
random
random bulge
random force
random position along path
random position on model
random yaw
randomAlert
randomDist
random_speed_max
random_speed_min
randomamount
randomization
randomly distribute to highest supplied Control Point
randomly distribution growth time
randomly_flip_direction
range
rangeMax
rangeMin
rate
raytrace_fl
raytrace_fr
raytrace_rl
raytrace_rr
reading file '%s' of legacy format '%s' - dmxconvert this file to a newer format!\n
reason
reflectivity
refract: %s reflect: %s\n
relative
relativetag
reload
reload_npc
reloadscheme
remap_scalar
render_animated_sprites
render_points
render_rope
render_screen_velocity_rotate
render_sprite_trail
render_texture
renderamt
rendercolor
rendercolor32
renderers
replace
report_soundpatch
reports sound patch count
requiresplayer
reset view angles!
resfile
resource/ChatScheme.res
resource/ClientScheme.res
resource/LoadingDiscPanel.res
resource/NeurotoxinCountdownScreen.res
resource/PortalStatsDisplayScreen.res
resource/SlideshowDisplayScreen.res
resource/UI/AchievementNotification.res
resource/UI/BaseChat.res
resource/UI/ChatFilters.res
resource/UI/VideoPanel.res
resource/VideoPanelScheme.res
resource/chat_%language%.txt
resource/closecaption_%language%.txt
resource/closecaption_%s.dat
resource/closecaption_%s.txt
resource/g15.res
resource/maphtml/%s_%s.html
resource/maphtml/%s_english.html
resource/overviews/%s.txt
restart behavior (0 = bounce, 1 = loop )
result
resultVar
resumecondition
reverse warp (0/1)
rffff.
rgb to gray green coefficient
rgb to gray red coefficient
right
right eye
rightText
right_
rightedge
rndwave
robot2
rope_averagelight
rope_collide
rope_rendersolid
rope_shake
rope_smooth
rope_smooth_enlarge
rope_smooth_maxalpha
rope_smooth_maxalphawidth
rope_smooth_minalpha
rope_smooth_minwidth
rope_solid_maxalpha
rope_solid_maxwidth
rope_solid_minalpha
rope_solid_minwidth
rope_subdiv
rope_wind_dist
ropes
rotate
rotateVar
rotate_rate(dps)
rotation
rotation_initial
rotation_movement
rotation_offset_max
rotation_offset_min
rotation_random
rotation_random_exponent
rotation_speed
rotation_speed_constant
rotation_speed_random
rotation_speed_random_exponent
rotation_speed_random_max
rotation_speed_random_min
rotation_spin
rotation_spin yaw
round_start
rule
ruledata
rumble
runevent
s%NBA
sAmTb
sBIT
sCAL
sCAL height
sCAL width
sPLT
sPLT chunk has bad length
sPLT chunk requires too much memory
sPLT chunk too long
sRGB
samples_use_time
save load
save quick
saveentityindex
say_team
sc_controller_mode
sc_enable
sc_flashlight
sc_force_action_manifest
sc_joystick_inner_deadzone_scale
sc_joystick_outer_deadzone_scale
sc_last_used_input
sc_load_quick
sc_mouse_sensitivity
sc_pitch_sensitivity_default
sc_pitch_sensitivity_new2
sc_save_quick
sc_smart_sprint
sc_smart_sprint_end_bounds
sc_smart_sprint_start_bounds
sc_squad
sc_tint_glyphs
sc_use_glyphs
sc_yaw_sensitivity_default
sc_yaw_sensitivity_new2
scale
scale emission to used control points
scaleAmount
scaleImage
scaleVar
scale_bias
scalesettings
scene_clientflex
scene_print
scene_ramp
scenefilecache.dylib
score_width
scores
scr_centertime
screenfade_t
screenheightadjustment
screenshake_t
screenshot
screenwidthadjustment
screenx
screenxoffset
screeny
screenyoffset
scripted/intro_screenspaceeffect
scripts/%s
scripts/HudAnimations.txt
scripts/HudLayout.res
scripts/credits.txt
scripts/decals_subrect.txt
scripts/hud_textures
scripts/hudanimations_manifest.txt
scripts/mod_textures
scripts/propdata.txt
scripts/soundscapes_%s.txt
scripts/soundscapes_manifest.txt
scripts/surfaceproperties_manifest.txt
scripts/vgui_screens.txt
scripts/voicecommands.txt
scripts/weapon_manifest.txt
scrollbar
scrollcreditsstart
scrolltime
sdl_displayindex
second input control point
second sequence animation rate
second_sequence_random
secondaryStaticAmount
secondary_ammo
section
sectiongap
selectallonfirstfocus
selected
selectedBgColor_override
selectedFgColor_override
selection
selectionColor_override
selectionTextColor_override
selfDroppable
selfcollisions
sensitivity
separation
sequence
sequence number %d too high in sheet file!!!\n
sequence_max
sequence_min
sequence_number
sequence_number 1
sequence_random
sequenceduration
sequential position along path
server
server_cvar
server_spawn
serveranimdata
servermsg_button
setang
setang_exact
setclosebuttonvisible
setpos
setpos_exact
settingindex
settingscombo
settitlebarvisible
sfff.
shadertest/wireframe
shadertest/wireframevertexcolor
shadow depth textures rendered
shadows
shake_show
shake_stop
shifted_time
short (%i)
short (%i)\n
short differs (net %i pred %i) diff(%i)\n
should_never_see_this
show_columns
show_freezepanel
showinfo
showpanel
showparticlecounts
showschemevisualizer
showscores
showusagehint
silent
simple_cubic
sineMax
sineMin
sinePeriod
single_shot
single_shot_npc
size
sizex
sizey
sizez
sk_allow_autoaim
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_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_jeep_gauss_damage
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_hopwire
sk_max_pistol
sk_max_rpg_round
sk_max_smg1
sk_max_smg1_grenade
sk_max_sniper_round
sk_max_striderbuster
sk_npc_dmg_357
sk_npc_dmg_airboat
sk_npc_dmg_alyxgun
sk_npc_dmg_ar2
sk_npc_dmg_buckshot
sk_npc_dmg_crossbow
sk_npc_dmg_grenade
sk_npc_dmg_gunship
sk_npc_dmg_gunship_to_plr
sk_npc_dmg_helicopter
sk_npc_dmg_helicopter_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_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_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
skin
skip_autoresize
sky_urb01
slideshow_display_screen
slime_splash_01
slime_splash_02
slime_splash_03
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
small
smokeTrail
smoothstairs
snap
snapto
snd_soundmixer
snowfall
solid
some shadow stuff
songstarttime
sound
sound/%s
sound/temp/%s.wav
sound_armed
sound_depressed
sound_released
soundemittersystem.dylib
soundlevel
soundlevel not supported on sub-soundscapes\n
soundpatch_captionlength
sounds
soundscape_dumpclient
soundscape_fadetime
south
south-east
south-west
southeast
southwest
spatial coordinate offset
spatial noise coordinate scale
spawnflags
speak
speaker_xpos
speaker_ypos
spec_autodirector
spec_freeze_distance_max
spec_freeze_distance_min
spec_freeze_time
spec_freeze_traveltime
spec_goto %.1f %.1f %.1f %.1f %.1f\n
spec_mode
spec_next
spec_player
spec_player "%s"
spec_pos
spec_prev
spec_scoreboard
spec_target_updated
spec_track
specgui
special1
special2
special3
specmenu
specnext
specprev
spectator mode
spectatormenu
spectatormodes
specularity
speed
speed_in_local_coordinate_system_max
speed_in_local_coordinate_system_min
speed_max
speed_min
speed_random_exponent
sphere.radius
spin_none
spin_rate_degrees
spin_rate_min
spin_stop_time
spin_zaxis
splash
splash_pt
splish
spotlight
spraymodel
sprite
spritename
sprites
sprites/WXplo1.vmt
sprites/animglow01.vmt
sprites/ar2_muzzle1
sprites/ar2_muzzle1.vmt
sprites/ar2_muzzle1b.vmt
sprites/ar2_muzzle2b.vmt
sprites/ar2_muzzle3b.vmt
sprites/ar2_muzzle4b.vmt
sprites/blood.vmt
sprites/bloodspray
sprites/bloodspray.vmt
sprites/blueflare1
sprites/blueglow1.vmt
sprites/bluelaser1
sprites/bluelight
sprites/bubble.vmt
sprites/flamelet%d
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare6
sprites/glow04_noz
sprites/grav_beam.vmt
sprites/grav_beam_noz.vmt
sprites/grav_flare
sprites/grav_light
sprites/heatwave
sprites/laserbeam.vmt
sprites/laserdot.vmt
sprites/lgtning.vmt
sprites/light_glow02_add_noz
sprites/muzzleflash4.vmt
sprites/orangelight
sprites/physbeam.vmt
sprites/physcannon_bluelight2
sprites/plasmaember
sprites/portalgun_effects
sprites/rico1
sprites/rico1_noz
sprites/steam1.vmt
sprites/zerogxplode.vmt
srcVar1
srcVar2
src_corner_height
src_corner_width
srcid
sse ins for particle sphere create
start %f %f %f
start age maximum
start age minimum
start control point number
start offset
start time max
start time min
start/end proportional
startColor
startFrame
start_alpha
start_at_attachment
start_at_customorigin
start_at_origin
start_fade_in_time
start_fade_out_time
start_fadeout_exponent
start_fadeout_max
start_fadeout_min
start_framed
start_time
starting control point
startwidth
startx
starty
startz
state
staticAmount
static_icon
static_text
staticsolid
stayselectedonclick
steamid
stick
stopanimation
stopevent
stoppoint
stopsoundscape
string
string (%s)
string (%s)\n
string differs (net %s pred %s)\n
string fieldName, int xpos, int ypos, int wide, int tall, bool visible, bool enabled, int tabPosition, corner pinCorner, autoresize autoResize, string tooltiptext
string_array
stringcmds
stringtables
subFocus
subdivision_count
subscene
subtitle
sun/overlay
suppress_on_restore
surfaceprop
surfaceprops::Init:  Manifest '%s' with bogus file type '%s', expecting 'file'\n
surfacetype
sv  : %5.1f   var: %4.2f msec
sv_accelerate
sv_airaccelerate
sv_alternateticks
sv_autoladderdismount
sv_backspeed
sv_bounce
sv_cheats
sv_client_max_interp_ratio
sv_client_min_interp_ratio
sv_client_predict
sv_debug_player_use
sv_footsteps
sv_friction
sv_gravity
sv_hudhint_sound
sv_ladder_useonly
sv_ladderautomountdot
sv_maxspeed
sv_maxvelocity
sv_mumble_positionalaudio
sv_noclipaccelerate
sv_noclipduringpause
sv_noclipspeed
sv_optimizedmovement
sv_player_funnel_into_portals
sv_player_trace_through_portals
sv_portal_collision_sim_bounds_x
sv_portal_collision_sim_bounds_y
sv_portal_collision_sim_bounds_z
sv_portal_trace_vs_displacements
sv_portal_trace_vs_holywall
sv_portal_trace_vs_staticprops
sv_portal_trace_vs_world
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_restrict_aspect_ratio_fov
sv_robust_explosions
sv_rollangle
sv_rollspeed
sv_skyname
sv_soundemitter_trace
sv_specaccelerate
sv_specnoclip
sv_specspeed
sv_stepsize
sv_stickysprint_default
sv_stopspeed
sv_suppress_viewpunch
sv_turbophysics
sv_use_find_closest_passable_space
sv_use_transformed_collideables
sv_wateraccelerate
sv_waterdist
sv_waterfriction
synctofollowinggesture
szChallengeFileName
szChallengeMapName
szChallengeName
szName
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team
teamchange_button
teamplay_broadcast_audio
teamplayroundbased_gamerules_data
teleport_countdown_screen
temp/%s
temp/%s.wav
temporary ent model invalid\n
test view animation
test_freezeframe
testhudanim
texel_size
text
text compression mode is out of range
text2_gap
text2_xpos
text2_ypos
textAlignment
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text_xpos
text_ygap
text_ypos
textfile
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texture
textureScale
textureScrollAngle
textureScrollRate
textureScrollVar
texture_scroll_rate
textureid
textwindow_temp.html
tf_arena_max_streak
tf_arena_preround_time
tf_arena_round_time
tf_arena_use_queue
tf_beta
theta
think_limit
thirdperson
thirdperson_mayamode
thirdperson_platformer
thirdperson_screenspace
thumbwidth
thumperdust
tileHorizontally
tileImage
tileVertically
time
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time noise coordinate scale
time to sleep when not drawn
timeOffset
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tint clamp min
tint control point
tint update movement threshold
tint_perc
title
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title_half
title_life
titlebarbgcolor_override
titlebardisabledbgcolor_override
titlebardisabledfgcolor_override
titlebarfgcolor_override
titlelabel
titlepage
titletextinsetX
titletextinsetY
tl;q
tlpd
toggle
toggleShouldWrap
toggleTextureFrameNumVar
toggleTextureVar
toggle_duck
toggle_zoom
toggleconsole
toggles whether the server allows spectator mode or not
tooltip
tooltiptext
topbar
topoffset
total
totals:
trace accuracy tolerance
trace collision group
trace offset
trace recycle tolerance
tracer_extra
trail_length_random
trailing spaces removed from keyword
traillength
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travel time
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twist around axis
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type
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ud_B
ui/buttonclick.wav
ui_posedebug_fade_in_time
ui_posedebug_fade_out_time
unconnected
unichar
unicode
universe:%u;account_type:%u;id:%u;instance:%u;team:%d
unknown
unknown critical chunk
unlitgeneric
unload
unnamed
unspecified
updaters
url 
usage:  cc_emit tokenname\n
usage:  cc_findsound 'substring'\n
use animation rate as FPS
use highest supplied end point
use local system
use only bounding box
use parent particles for emission scaling
use particle velocity for first input
use_proportional_insets
use_script_bgcolor
useparentbg
userID
user_context
user_context <context id> <context value>\n
user_property
user_property <property id> <property value>\n
userid
usermessages
usetitlesafe
v.9U
v\9H rW
v\rA9
v\rB9
v_9^ rZf
v_centermove
v_centerspeed
v_ipitch_cycle
v_ipitch_level
v_iroll_cycle
v_iroll_level
v_iyaw_cycle
v_iyaw_level
variable
vban
vcollide_wireframe
vdisp_%04d
ve_H
vecAngleDiffMin
vecAngleDiffSaved
vecAnglesSaved
vecOriginSaved
vec[] differs (1st diff) (net %f %f %f - pred %f %f %f) delta(%f %f %f)\n
vector (%f %f %f)
vector (%f %f %f)\n
vector noise
vector2
vector2_array
vector2d: %f %f
vector3
vector3_array
vector3d: %f %f %f
vector4
vector4_array
vector4d: %f %f %f %f
vehicleRole %i\n
vehicle_driver_eyes
vehicle_headlight
vel: %.2f, time: %.2f, max: %.2f
velocity scale
velocityX
velocityY
velocityZ
velocity_random
velx
vely
velz
version
vgui/
vgui/%s/%s
vgui/black
vgui/hud/8x800corner1
vgui/hud/8x800corner2
vgui/hud/8x800corner3
vgui/hud/8x800corner4
vgui/hud/autoaim
vgui/hud/icon_commentary
vgui/hud/xbox_reticle
vgui/icons/icon_base
vgui/icons/icon_buster
vgui/icons/icon_dog
vgui/icons/icon_lambda
vgui/icons/icon_strider
vgui/inworldui
vgui/inworldui_opaque
vgui/screens/radar
vgui/thumbnails_safezone
vgui/white
vgui/white_additive
vgui/zoom
vgui::
vgui::Button
vgui::CheckButton
vgui::EditablePanel
vgui::Frame
vgui::HFont
vgui::Label
vgui::Panel
vgui::RichText
vgui_controls is missing a required interface!\n
vgui_nav_lock
vgui_nav_lock_default_button
vgui_screen
vgui_screen_panel
vguicancel
view angles
view model effect
viewangleanim
viewanim_addkeyframe
viewanim_create
viewanim_load
viewanim_reset
viewanim_save
viewanim_test
viewcombo
viewmodel
viewmodel_fov
violence_ablood
violence_agibs
violence_hblood
violence_hgibs
virtualterrain
visible
vmffff.
vmtPicker
voice
voice/icntlk_pl
voice_ban.dt
voice_clientdebug
voice_modenable
voice_modenable 1
volume
vortigaunt_beam
vortigaunt_beam_charge
vortigaunt_charge_token
vortigaunt_hand_glow
vote
vote_cast
vote_changed
vote_option
vr9s rm
vr_activate
vr_activate_default
vr_aim_yaw_offset
vr_cycle_aim_move_mode
vr_deactivate
vr_debug_remote_cam
vr_debug_remote_cam_pos_x
vr_debug_remote_cam_pos_y
vr_debug_remote_cam_pos_z
vr_debug_remote_cam_target_x
vr_debug_remote_cam_target_y
vr_debug_remote_cam_target_z
vr_first_person_uses_world_model
vr_force_windowed
vr_hud_axis_lock_to_world
vr_hud_display_ratio
vr_hud_forward
vr_hud_max_fov
vr_hud_never_overlay
vr_moveaim_mode
vr_moveaim_mode_zoom
vr_moveaim_reticle_pitch_limit
vr_moveaim_reticle_pitch_limit_zoom
vr_moveaim_reticle_yaw_limit
vr_moveaim_reticle_yaw_limit_zoom
vr_projection_znear_multiplier
vr_render_hud_in_world
vr_stereo_mono_set_eye
vr_stereo_swap_eyes
vr_toggle
vr_translation_limit
vr_viewmodel_offset_forward
vr_viewmodel_offset_forward_large
vr_viewmodel_translate_with_head
vr_zoom_multiplier
vr_zoom_scope_scale
vt9~ ro
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warp transition start time
warp transition time (treats min/max as start/end sizes)
warp_shield_impact
wash
water
waterexp_bubbles
waterripple
watersplash
wave
weapon
weapon_357
weapon_alyxgun
weapon_annabelle
weapon_ar2
weapon_binoculars
weapon_bugbait
weapon_citizenpackage
weapon_citizensuitcase
weapon_crossbow
weapon_crowbar
weapon_cubemap
weapon_flaregun
weapon_frag
weapon_gauss
weapon_hopwire
weapon_physcannon
weapon_pistol
weapon_portal_base
weapon_portalgun
weapon_rpg
weapon_s
weapon_shotgun
weapon_slam
weapon_small
weapon_smg1
weapon_stunstick
weapons
weaponscripts
weight
west
wffff.
wffffff.
whether to use new detail sprite system
wide
width
wireframe
wn>Jj
world
world geometry
world time noise coordinate scale
world_interactions
worldmodel
wrap
wx=%d, wy=%d, rx=%d, ry=%d\n
x(9pX~#
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x\fB9
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xaccel
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xmove
xo;H
xpos
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xx+x|
yD+y<
y_increment
yaw_initial
yaw_offset_max
yaw_offset_min
yaw_random_exponent
yaw_rate_degrees
yaw_rate_min
yaw_stop_time
yffffff.
ypos
yxxx
zTXt
zero length keyword
zlib error
zlib failed to initialize compressor
zlib failed to initialize compressor -- mem error
zlib failed to initialize compressor -- stream error
zlib failed to initialize compressor -- version error
zlib memory error
zlib stream error
zlib version error
zoom
zoom_autoaim
zoom_sensitivity_ratio
zpos
zt?13C_BaseGrenade
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