     ENTITY IS DORMANT\n
    '%s' localization matches\n
    '%s' matches\n
    - m_AudiblePlayers[%d] = %u\n
    - m_ServerBannedPlayers[%d] = %u\n
   %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
  boingSpeed = %3.2f, boingVelDir( %3.2f, %3.2f, %3.2f )\n
 (classmap missing)
 9^;24CChildOperatorDefinition
 AKu
 C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n
 ReadToken overflow
 [value will hold]
 bool (%s)\n
 bytes
 color (%i %i %i %i)\n
 failed to dlopen %s error=%s\n
 fff.
 ffff.
 ffffff.
 float (%f)\n
 integer (%i)\n
 short (%i)\n
 string (%s)\n
 vector (%f %f %f)\n
!!! Missing printname on weapon
!HEV_AMO0
!Nff.
!fff.
!ffff.
!ffffff.
"fff.
"ffff.
"fffff.
"ffffff.
"player_array"
# Active particle systems: %i
# of control points to set
#%s_NAME
#Achievement_Earned
#FileOpenDialog_Cancel
#FileOpenDialog_Col_Attributes
#FileOpenDialog_Col_DateModified
#FileOpenDialog_Col_Name
#FileOpenDialog_Col_Size
#FileOpenDialog_Col_Type
#FileOpenDialog_Directory_Name
#FileOpenDialog_FileType_Folder
#FileOpenDialog_File_name
#FileOpenDialog_File_type
#FileOpenDialog_Look_in
#FileOpenDialog_NewFolderPrompt
#FileOpenDialog_NewFolder_DefaultName
#FileOpenDialog_NewFolder_InputTitle
#FileOpenDialog_Open
#FileOpenDialog_Save
#FileOpenDialog_Select
#FileOpenDialog_ToolTip_NewFolder
#FileOpenDialog_ToolTip_OpenInFinderButton
#FileOpenDialog_ToolTip_Up
#Frame_Untitled
#GameUI_PausedTimer
#HL_Name_Change
#MessageBox_Cancel
#MessageBox_OK
#Player
#PlayerDeath
#PlayerName
#PlayerPing
#PlayerScore
#Playerid_diffteam
#Playerid_sameteam
#PropertyDialog_OK
#QueryBox_Cancel
#ScoreBoard_Deathmatch
#ScoreBoard_Player
#ScoreBoard_Players
#Spec_Map
#Spec_Mode0
#Spec_Mode1
#Spec_Mode2
#Spec_Mode3
#Spec_Mode4
#Spec_Mode5
#Spec_Mode_POI
#Spec_Modes
#Spec_Options
#Spec_PlayerItem
#Spec_PlayerItem_Team
#Spectators
#SysMenu_Close
#SysMenu_Maximize
#SysMenu_Minimize
#Team
#TextEntry_AppendText
#TextEntry_ConversionMode
#TextEntry_Copy
#TextEntry_Cut
#TextEntry_Language
#TextEntry_Paste
#TextEntry_PrependText
#TextEntry_ReplaceText
#TextEntry_SentenceMode
#VGui_Cancel
#VGui_OK
#Valve_HDRDEMO_LeftTitle
#Valve_HDRDEMO_RightTitle
#Valve_Hud_AMMO
#Valve_Hud_AUX_POWER
#Valve_Hud_FLASHLIGHT
#Valve_Hud_HEALTH
#Valve_Hud_OXYGEN
#Valve_Hud_SPRINT
#Valve_Hud_SQUAD_FOLLOWING
#Valve_Hud_SQUAD_STATIONED
#Valve_Hud_SUIT
#Voice
#Voice_UseLocation
#base
#base is NULL 
#chat_party
#chat_say
#chat_say_team
#fff.
#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
#vgui_HTMLBack
#vgui_HTMLCopyLink
#vgui_HTMLCopyUrl
#vgui_HTMLForward
#vgui_HTMLReload
#vgui_HTMLStop
#vgui_HTMLViewSource
$@15C_BaseAnimating
$AAInternal1
$AAInternal2
$AAInternal3
$ALPHADEPTH
$C0_X
$C0_Y
$C0_Z
$CHEAPWATERENDDISTANCE
$CHEAPWATERSTARTDISTANCE
$HDRCOLORSCALE
$LINUX
$MotionBlurInternal
$OSX
$POSIX
$USINGPIXELSHADER
$WIN32
$WINDOWS
$X360
$alpha
$alphatest
$basetexture
$basetextureoffset
$basetexturescale
$basetexturetransform
$bloomEnable
$bloomamount
$colCorrectEnable
$colCorrect_DefaultWeight
$colCorrect_LookupWeights
$colCorrect_NumLookups
$crackmaterial
$detailblendfactor
$disabled
$emissiveblendstrength
$entityorigin
$fadeout
$falloffamount
$falloffdistance
$falloffoffset
$fff.
$fff?
$ffff.
$fffff.
$forcecheap
$forceexpensive
$frame
$hdrcolorscale
$ignorez
$light_color
$light_position
$lighting
$mode
$model
$no_fullbright
$nocull
$nofog
$orientation
$orientationMatrix
$reflectentities
$reflecttexture
$refractamount
$refracttexture
$spriteRenderMode
$spriteorientation
$spriteorigin
$spritesize
$tI25C_BaseHL2MPBludgeonWeapon
$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
%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 Steam Controller(s) connected.\n
%d controller(s) connected. Launching binding panel for first connected controller.\n
%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.
%hu:%u:%u%c
%i %i %i %i
%i %s %s : %s\n
%i gametitle fade\n
%i, %i, %i, %i
%keywords
%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 died.\n
%s directly referenced wave %s (should use game_sounds.txt system instead)\n
%s killed %s
%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 suicided.\n
%s will be used\n
%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.RunFootstepLeft
%s.RunFootstepRight
%s.ctx
%s.txt
%s/bin/%s
%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
%senglish.html
&Apply
&Cut
&Exit
&Reload Localization
&Save
&fff.
&ffff.
&fffff.
&ffffff.
'%s' = '%s'\n
'717CPoseDebuggerImpl
'9wLu"
'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.
'fffff.
(%7.4f : %30s : %5.3f : %4.2f : %1d)\n
(%d): Cycle latch used to correct %.2f in to %.2f instead of %.2f.\n
(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)
(fff.
(fffff.
(ffffff.
(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)
)fffff.
)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
**studio**
*fff.
*ffff.
*fffff.
*ffffff.
+KDk
+alt1
+alt2
+attack
+attack2
+attack3
+back
+break
+camdistance
+camin
+cammousemove
+camout
+campitchdown
+campitchup
+camyawleft
+camyawright
+commandermousemove
+duck
+fff.
+forward
+graph
+grenade1
+grenade2
+inspect
+jlook
+jump
+klook
+left
+lookdown
+lookup
+movedown
+moveleft
+moveright
+moveup
+posedebug
+reload
+right
+score
+showscores
+speed
+strafe
+taunt
+use
+use_action_slot_item
+voicerecord
+walk
+zoom
,fff.
,ffff.
,fffff.
,ffffff.
- CURRENT SOUNDSCAPE: %d [%s]\n
- PLAYING DEBUG SOUNDSCAPE: %d [%s]\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
-ffffff.
-filmgrain
-forward
-g15
-game
-gamestatsfileoutputonly
-gamestatslogging
-gamestatsloggingtofile
-graph
-grenade1
-grenade2
-insecure
-jlook
-jump
-klook
-left
-lookdown
-lookup
-makedevshots
-makereslists
-movedown
-moveleft
-moveright
-moveup
-nomouse
-particles
-posedebug
-reload
-right
-score
-showscores
-speed
-strafe
-textmode
-tools
-use
-useforcedmparms
-vguimessages
-walk
-zoom
.:tTfffff.
.@4u5
.@8u0
.A(s8
.A0u#
.A22CParticleEffectBinding
.A4s
.A4t
.A4u
.A8s
.A8t
.A8u
.A8u\r
.A\fu1
.A\fv6
.A\fvO
.B8s(
.BDs
.B\fsO
.C$tK
.C0t
.CDs
.Clr
.D1\fu
.E\fsk
.F,vL
.F0t\f
.F0v
.F4t
.F8t
.FXs
.FXs\r
.G$tO
.G$tY
.G0u
.GTt(
.G\fu4
.H$uA
.H,u9
.H0u7
.H4s%
.HHu\n
.I vD
.I,s7
.I0v
.I4s*
.Idu
.Ihu
.IttK
.Ixt\t
.JXt\v
.J\tA
.O,sg
.OHv"
.OXr
.PHu
.Q8t9f
.R8u
.SDt
.SHt
.W0u\n
.W\fu1f
.X|ty
.app
.dylib
.eBa\v6
.fff.
.fffff.
.hLr
.htm
.html
.mdl
.mp3
.o8s}
.q8s6
.vHr
.vcd
.vmt
.wav
//MOD/%d_%s_%s.tga
/MumbleLink.%d
/System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
/Users/buildbot/buildslave/rel_hl2_osx/build/src/public/tier0/tslist.h
/Users/buildbot/buildslave/rel_hl2_osx/build/src/public/tier1/UtlSortVector.h
/Users/buildbot/buildslave/rel_hl2_osx/build/src/tier1/mempool.cpp
/ffff.
/ffffff.
/usr/bin/open "%s"
/usr/lib/libSystem.B.dylib
/usr/lib/libc++.1.dylib
/usr/lib/libiconv.2.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
0.125
0.15
0.1f
0.25
0.35
0.50
0.55
0.60
0.65
0.67
0.75
0.85
0.95
0.97
0.997
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@tD
0@tX
0@tz
0ff.
0ffff.
0fffff.
0u}f
0x%016llX
1 - resize right
1 - show hitches , 2 - show stalls
1 - top-right
1 1 1
1 to output cl_showanimstate to Msg(). 2 to store in AnimStateClient.log. 3 for both.
1.00
1.0f
1.20
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
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1016
1017
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1021
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1080
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1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
10BlankImage
10CFracProxy
10CHudHealth
10CHudWeapon
10CIconPanel
10CMouthInfo
10CPASFilter
10CPVSFilter
10CSineProxy
10CUtlVectorIN18ModelPoseDebugInfo8InfoTextE10CUtlMemoryIS1_iEE
10CViewSetup
10C_BaseDoor
10C_BaseFlex
10C_Flaregun
10C_Func_LOD
10C_Hairball
10C_LaserDot
10C_OP_Decay
10C_OP_Noise
10C_PropJeep
10C_TEImpact
10C_TESparks
10C_TESprite
10ConCommand
10IAppSystem
10IPVSNotify
10VideoPanel
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
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1120
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1123
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1125
1126
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1128
1129
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1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
11BitmapImage
11CBase3dView
11CCallResultIN4vgui4HTMLE19HTML_BrowserReady_tE
11CClampProxy
11CDustEffect
11CEmptyProxy
11CHudBattery
11CHudElement
11CHudHDRDemo
11CHudTexture
11CHudVehicle
11CPDumpPanel
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_WeaponAR2
11C_WeaponRPG
11CommandMenu
11IClientMode
11IGameSystem
11IMoveHelper
11IPrediction
11IRefCounted
11IViewRender
11SporeEffect
11WashEmitter
11fogparams_t
120.0
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
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1234
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1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
128 0 0
128.0
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
12CAvatarImage
12CBaseHudChat
12CBitmapPanel
12CBreakParser
12CCenterPrint
12CChoreoEvent
12CChoreoScene
12CClientTools
12CDataManagerI10CBoneCache17bonecacheparams_tPS0_16CThreadFastMutexE
12CDetailModel
12CDivideProxy
12CEffectsList
12CEmberEffect
12CEmptyConVar
12CEqualsProxy
12CGeneralSpin
12CGlowOverlay
12CHudChatLine
12CHudFilmDemo
12CHudViewport
12CIntProperty
12CLCDItemIcon
12CLCDItemText
12CLoadingDisc
12CNavProgress
12CParticleMgr
12CPlasmaSpray
12CPlayerState
12CProxyHealth
12CRefCounted1I15WorldListInfo_t20CRefCountServiceBaseILb1E6CRefMTEE
12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE
12CResultProxy
12CRopeManager
12CRopePhysicsILi10EE
12CRopePhysicsILi7EE
12CShadowProxy
12CShieldProxy
12CTeamPlayHud
12CTraceFilter
12CVoiceStatus
12CWarpOverlay
12C_AI_BaseNPC
12C_AntlionGib
12C_BaseEntity
12C_EnvelopeFX
12C_FireSprite
12C_FuncLadder
12C_HL2MPRules
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
12ColumnButton
12HTMLInterior
12ICenterPrint
12IClientTools
12ICollideable
12IEffectsList
12ILoadingDisc
12IManipulator
12IMotionEvent
12IRopeManager
12ITextMessage
12ITraceFilter
12IViewEffects
1300
1301
1302
1303
1304
1305
1306
1307
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1310
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13CBasePresence
13CBitmapButton
13CBoolProperty
13CCallbackBase
13CCallbackImplILi12EE
13CCallbackImplILi1EE
13CCallbackImplILi20EE
13CCallbackImplILi24EE
13CCallbackImplILi28EE
13CCallbackImplILi48EE
13CCallbackImplILi4EE
13CCallbackImplILi8EE
13CClientEffect
13CDebugOverlay
13CDustFollower
13CDustParticle
13CEmberEmitter
13CFXStaticLine
13CFireParticle
13CGameMovement
13CHudCrosshair
13CHudSuitPower
13CMessageChars
13CMumbleSystem
13CPanelFactoryI16CVGuiScreenPanel20VGuiScreenInitData_tE
13CPanelFactoryI23CSlideshowDisplayScreen20VGuiScreenInitData_tE
13CPanelFactoryI24CTeleportCountdownScreen20VGuiScreenInitData_tE
13CSmokeEmitter
13CSpectatorGUI
13CWorkerThread
13C_DynamicProp
13C_EntityFlame
13C_FuncMonitor
13C_MortarShell
13C_NPC_Manhack
13C_PointCamera
13C_RocketTrail
13C_ScriptIntro
13C_TEBeamLaser
13C_TEExplosion
13C_WaterBullet
13C_Weapon_SLAM
13IClientEffect
13IClientEntity
13IGameMovement
13IHandleEntity
13IMessageChars
13IPanelFactory
13IPoseDebugger
13IVModeManager
13audioparams_t
13base_vector_t
13sky3dparams_t
13vehicleview_t
1400
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14CBaseAppSystemI20IParticleSystemQueryE
14CBaseAppSystemI21IClientVirtualRealityE
14CBaseGameStats
14CBaseWaterView
14CBaseWorldView
14CColorProperty
14CEffectsClient
14CEnvWindShared
14CExampleEffect
14CFloatProperty
14CFunctionProxy
14CHFontProperty
14CHLModeManager
14CHudCommentary
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_HL2MPRagdoll
14C_HL2MP_Player
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
14CountdownTimer
14IBaseClientDLL
14IBaseInterface
14IBrushRenderer
14IClientUnknown
14IClientVehicle
14IGameResources
14IMaterialProxy
14INetGraphPanel
14IRecordingList
14IViewPortPanel
14SnowFallEffect
150.0
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15AshDebrisEffect
15CAboveWaterView
15CAchievementMgr
15CAutoGameSystem
15CBaseEntityList
15CBaseGameSystem
15CBaseModelPanel
15CCollisionEvent
15CEZParticleInit
15CFXDiscreetLine
15CFleckParticles
15CGameStringPool
15CGrabController
15CHudChatHistory
15CHudDeathNotice
15CHudHintDisplay
15CHudSquadStatus
15CHudTextMessage
15CHudVoiceStatus
15CMemberFunctor0IP18CParallelProcessorI22ParticleSimListEntry_t21CFuncJobItemProcessorIS1_EEMS4_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneE
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
15CTrailParticles
15CUnderWaterView
15CWorldDimsProxy
15C_AlyxEmpEffect
15C_BaseViewModel
15C_ClientRagdoll
15C_FogController
15C_INIT_AgeNoise
15C_OP_DampenToCP
15C_OP_LockToBone
15C_OP_RenderRope
15C_OP_SpinUpdate
15C_ParticleTrail
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_WeaponShotgun
15IAchievementMgr
15IHudTextMessage
15IParticleEffect
15ISaveRestoreOps
15ITempEntsSystem
15WorldListInfo_t
1600
1601
1602
1603
1604
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1606
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16CBaseHudChatLine
16CBaseManipulator
16CBaseRopePhysics
16CBulletWhizTimer
16CClientShadowMgr
16CClientThinkList
16CDataManagerBase
16CDefaultAccessor
16CDllDemandLoader
16CEntitySaveUtils
16CFireSmokeEffect
16CFreezeFrameView
16CHL2GameMovement
16CHL2MPTextWindow
16CHeadlightEffect
16CHudCloseCaption
16CInterpolatedVarI16C_AnimationLayerE
16CInterpolatedVarI6QAngleE
16CInterpolatedVarI6VectorE
16CInterpolatedVarIfE
16CLinearRampProxy
16CModelPanelModel
16CPlayerLocalData
16CPlayerLogoProxy
16CPlayerViewProxy
16CPredictableList
16CShadowDepthView
16CSimple3DEmitter
16CSimpleWorldView
16CSnowFallManager
16CTraceFilterGlow
16CVGuiScreenPanel
16CViewRenderBeams
16CWrapMinMaxProxy
16CZoomManipulator
16C_BaseHelicopter
16C_BaseProjectile
16C_BaseTempEntity
16C_CombineGunship
16C_EntityDissolve
16C_FuncTrackTrain
16C_GameRulesProxy
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_PoseController
16C_RagdollManager
16C_SporeExplosion
16C_SpriteOriented
16C_SpriteRenderer
16C_SunGlowOverlay
16C_TEBeamEntPoint
16C_TEDynamicLight
16C_TEEnergySplash
16C_TeamRoundTimer
16C_TempEntsSystem
16C_VoteController
16C_WeaponCrossbow
16C_WeaponGaussGun
16ClientModeShared
16FileWeaponInfo_t
16IClientShadowMgr
16IClientThinkable
16ICommandCallback
16IDataCacheClient
16IEntitySaveUtils
16IInterpolatedVar
16IPredictableList
16IRecipientFilter
16IViewRenderBeams
1700
1701
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17CAvatarImagePanel
17CBaseHudChatEntry
17CCamoTextureRegen
17CChoreoStringPool
17CClientEntityList
17CClientLeafSystem
17CClientSideEffect
17CEntitySpeedProxy
17CExplosionOverlay
17CExponentialProxy
17CFlashlightEffect
17CHL2MPSWeaponInfo
17CHudAnimationInfo
17CHudChatInputLine
17CHudSecondaryAmmo
17CLCDItemAggregate
17CLessOrEqualProxy
17CLoadingDiscPanel
17CMoveHelperClient
17CParticleProperty
17CPhysicsGameTrace
17CPlayerSpeedProxy
17CPoseDebuggerStub
17CSchemeVisualizer
17CShadowModelProxy
17CUtlVectorDataOpsI10CUtlVectorI24SaveRestoreBlockHeader_t10CUtlMemoryIS1_iEELi10EE
17CUtlVectorDataOpsI10CUtlVectorIi10CUtlMemoryIiiEELi5EE
17C_ColorCorrection
17C_EntityClassListI13C_PointCameraE
17C_EntityClassListI21C_FuncReflectiveGlassE
17C_EnvScreenEffect
17C_FuncSmokeVolume
17C_HL2MPMachineGun
17C_LocalTempEntity
17C_OP_DistanceToCP
17C_OP_NoiseEmitter
17C_OP_PositionLock
17C_OP_RenderPoints
17C_PropCombineBall
17C_RecipientFilter
17C_SingleplayRules
17C_TEArmorRicochet
17C_TEBeamRingPoint
17C_WaterLODControl
17C_WeaponAnnabelle
17C_WeaponHL2MPBase
17IChoreoStringPool
17IClientEntityList
17IClientLeafSystem
17IClientRenderable
17IPhysicsGameTrace
17IPredictionSystem
17WaterDebrisEffect
17fogplayerparams_t
1800
1801
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1897
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1899
18CAntlionGibManager
18CBloodSprayEmitter
18CBuildModeNavCombo
18CCamoMaterialProxy
18CCenterStringLabel
18CCollisionProperty
18CCopyableUtlVectorIN18ModelPoseDebugInfo8InfoTextEE
18CDebugOverlayPanel
18CDefSaveRestoreOps
18CEntityRandomProxy
18CExplosionParticle
18CGameClientExports
18CGameEventListener
18CGlowOverlaySystem
18CHL2MPSpectatorGUI
18CHudHintKeyDisplay
18CHudNumericDisplay
18CLocalPlayerFilter
18CLocalSpaceEmitter
18CMatrixRotateProxy
18CMessageCharsPanel
18CNewParticleEffect
18CParticleAttractor
18CParticleCollision
18CPotteryWheelManip
18CPotteryWheelPanel
18CRagdollEnumerator
18CSimpleGlowEmitter
18CTextureIdProperty
18CTimeMaterialProxy
18CTraceFilterHitAll
18CTraceFilterSimple
18CUniformNoiseProxy
18CUtlCharConversion
18CVisibleShadowList
18CVortEmissiveProxy
18C_BaseCombatWeapon
18C_BreakableSurface
18C_EnvScreenOverlay
18C_INIT_RandomAlpha
18C_INIT_RandomColor
18C_INIT_RemapScalar
18C_LightGlowOverlay
18C_NPC_AntlionGuard
18C_OP_BasicMovement
18C_OP_RenderSprites
18C_OP_VelocityDecay
18C_RotorWashEmitter
18C_SlideshowDisplay
18C_SoundscapeSystem
18C_TEEffectDispatch
18C_TEFootprintDecal
18C_TEGaussExplosion
18C_TEParticleSystem
18C_TEProjectedDecal
18C_TEShatterSurface
18C_TeamTrainWatcher
18C_WeaponBinoculars
18C_WeaponPhysCannon
18IClientNetworkable
18ICurveDataAccessor
18IDebugOverlayPanel
18IGameClientExports
18IModelLoadCallback
18IPanelMetaClassMgr
18IScreenSpaceEffect
18IVoiceStatusHelper
18MenuItemCheckImage
18ThumperDustEmitter
1900
1901
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19BP
19CAlphaMaterialProxy
19CBoundedCvar_Interp
19CColorCorrectionMgr
19CCombatCharVisCache
19CDecalEmitterSystem
19CDetailObjectSystem
19CDummyMaterialProxy
19CFlexAnimationTrack
19CGaussianNoiseProxy
19CHudChatFilterPanel
19CHudDamageIndicator
19CHudHistoryResource
19CHudVoiceSelfStatus
19CHudWeaponSelection
19CParticleCollection
19CPhysBoxMultiplayer
19CPushAwayEnumerator
19CSoundControllerImp
19CSoundEmitterSystem
19CTEParticleRenderer
19CUtlNoEscConversion
19CViewAngleAnimation
19C_EnvParticleScript
19C_INIT_PositionWarp
19C_INIT_RandomRadius
19C_OP_RemapSpeedtoCP
19IDecalEmitterSystem
19IDetailObjectSystem
19IGameEventListener2
19IGameSystemPerFrame
19IMultiplayerPhysics
19IPhysicsObjectEvent
19IPrototypeAppEffect
19ITextureRegenerator
19IVPhysicsKeyHandler
19ParticleSphereProxy
1=swap eyes.
1=translate the viewmodel with the head motion.
1fff.
1ffff.
1ffffff.
2 - bottom-left
2 - resize down
20.0
2000
200000
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2048
20CBaseSimpleCollision
20CBoundedCvar_Predict
20CCopyRecipientFilter
20CDragDropHelperPanel
20CEntityMaterialProxy
20CFlaggedEntitiesEnum
20CHLVoiceStatusHelper
20CHudChatFilterButton
20CMaterialModifyProxy
20CParticleSystemQuery
20CPerfVisualBenchmark
20CPlayerPositionProxy
20CRefCountServiceBaseILb1E6CRefMTE
20CReflectiveGlassView
20CRefractiveGlassView
20CRocketTrailParticle
20CRotationManipulator
20CSaveRestoreBlockSet
20CSceneTokenProcessor
20CToolFrameworkClient
20C_BaseHLCombatWeapon
20C_BaseParticleEntity
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_PredictedViewModel
20C_TEClientProjectile
20C_TEHL2MPFireBullets
20ConVar_ServerBounded
20IChoreoEventCallback
20IParticleSystemQuery
20IPartitionEnumerator
20ISaveRestoreBlockSet
20ISceneTokenProcessor
21CAnimatedTextureProxy
21CBaseGameStats_Driver
21CBaseHudChatInputLine
21CClientVirtualReality
21CClient_Precipitation
21CColorVisualizerPanel
21CCommentaryModelPanel
21CFlexSceneFileManager
21CInterpolatedVarArrayI6QAngleLi24EE
21CInterpolatedVarArrayI6VectorLi24EE
21CInterpolatedVarArrayI6VectorLi6EE
21CInterpolatedVarArrayIfLi24EE
21CInterpolatedVarArrayIfLi4EE
21CInterpolatedVarArrayIfLi96EE
21CPASAttenuationFilter
21CPanelMetaClassMgrImp
21CPlayerProximityProxy
21CPlayerTeamMatchProxy
21CRagdollLRURetirement
21CSimpleRenderExecutor
21CTraceFilterWorldOnly
21CTransformManipulator
21CVGuiScreenEnumerator
21CViewportClientSystem
21C_BaseCombatCharacter
21C_BaseEntityClassList
21C_BaseExplosionEffect
21C_EntityParticleTrail
21C_EnvDetailController
21C_EnvHeadcrabCanister
21C_EnvProjectedTexture
21C_FireFromAboveSprite
21C_FuncReflectiveGlass
21C_HL2MPGameRulesProxy
21C_INIT_AssignTargetCP
21C_INIT_PositionOffset
21C_INIT_RandomLifeTime
21C_INIT_RandomRotation
21C_INIT_RandomSequence
21C_INIT_VelocityRandom
21C_InfoOverlayAccessor
21C_OP_ColorInterpolate
21C_OP_MovementFollowCP
21C_OP_PlanarConstraint
21C_PointCommentaryNode
21ClientModeHL2MPNormal
21ClientWorldListInfo_t
21IClientEntityListener
21IClientLeafShadowEnum
21IClientVirtualReality
22CAchievementSaveThread
22CBorderVisualizerPanel
22CBreakableSurfaceProxy
22CClientRenderablesList
22CCommentaryModelViewer
22CConveyorMaterialProxy
22CGeneralRandomRotation
22CPhysObjSaveRestoreOps
22CPixelVisibilitySystem
22CRagdollBoltEnumerator
22CRagdollCollisionRules
22CStudioStatsEnumerator
22CTextureTransformProxy
22CTraceFilterSimpleList
22CWaterLODMaterialProxy
22C_BaseAnimatingOverlay
22C_BaseHLBludgeonWeapon
22C_EnvTonemapController
22C_FuncAreaPortalWindow
22C_INIT_CreateAlongPath
22C_INIT_CreateWithinBox
22C_INIT_GeneralCylinder
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_PropVehicleDriveable
22C_WaterExplosionEffect
22C_WeaponCitizenPackage
22IBreakableWithPropData
22IPhysicsCollisionEvent
22ISpatialLeafEnumerator
23CAnimateSpecificTexture
23CAutoGameSystemPerFrame
23CBaseGameSystemPerFrame
23CBaseHudWeaponSelection
23CBaseToggleTextureProxy
23CClassPtrSaveRestoreOps
23CClientScoreBoardDialog
23CDataObjectAccessSystem
23CDefaultDataCacheClient
23CEntityDataInstantiatorI10ModelScaleE
23CEntityDataInstantiatorI11touchlink_tE
23CEntityDataInstantiatorI12CWatcherListE
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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_ENGINEER_REVOLVER_DRAW
ACT_ENGINEER_REVOLVER_IDLE
ACT_ENGINEER_REVOLVER_PRIMARYATTACK
ACT_ENGINEER_REVOLVER_RELOAD
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_GRAPPLE_DRAW
ACT_GRAPPLE_FIRE_IDLE
ACT_GRAPPLE_FIRE_START
ACT_GRAPPLE_IDLE
ACT_GRAPPLE_PULL_END
ACT_GRAPPLE_PULL_IDLE
ACT_GRAPPLE_PULL_START
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_INSPECT_END
ACT_ITEM1_VM_INSPECT_IDLE
ACT_ITEM1_VM_INSPECT_START
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_INSPECT_END
ACT_ITEM2_VM_INSPECT_IDLE
ACT_ITEM2_VM_INSPECT_START
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_ATTACK_CROUCH_POSTFIRE
ACT_ITEM3_ATTACK_CROUCH_PREFIRE
ACT_ITEM3_ATTACK_STAND_POSTFIRE
ACT_ITEM3_ATTACK_STAND_PREFIRE
ACT_ITEM3_ATTACK_STAND_STARTFIRE
ACT_ITEM3_ATTACK_SWIM_POSTFIRE
ACT_ITEM3_ATTACK_SWIM_PREFIRE
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_INSPECT_END
ACT_ITEM3_VM_INSPECT_IDLE
ACT_ITEM3_VM_INSPECT_START
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_ITEM4_ATTACK_CROUCH_POSTFIRE
ACT_ITEM4_ATTACK_CROUCH_PREFIRE
ACT_ITEM4_ATTACK_STAND_POSTFIRE
ACT_ITEM4_ATTACK_STAND_PREFIRE
ACT_ITEM4_ATTACK_STAND_STARTFIRE
ACT_ITEM4_ATTACK_SWIM_POSTFIRE
ACT_ITEM4_ATTACK_SWIM_PREFIRE
ACT_ITEM4_VM_CHARGE
ACT_ITEM4_VM_CHARGE_IDLE_3
ACT_ITEM4_VM_DRAW
ACT_ITEM4_VM_DRYFIRE
ACT_ITEM4_VM_HITCENTER
ACT_ITEM4_VM_HOLSTER
ACT_ITEM4_VM_IDLE
ACT_ITEM4_VM_IDLE_2
ACT_ITEM4_VM_IDLE_3
ACT_ITEM4_VM_IDLE_LOWERED
ACT_ITEM4_VM_IDLE_TO_LOWERED
ACT_ITEM4_VM_INSPECT_END
ACT_ITEM4_VM_INSPECT_IDLE
ACT_ITEM4_VM_INSPECT_START
ACT_ITEM4_VM_LOWERED_TO_IDLE
ACT_ITEM4_VM_PRIMARYATTACK
ACT_ITEM4_VM_PULLBACK
ACT_ITEM4_VM_RELOAD
ACT_ITEM4_VM_SECONDARYATTACK
ACT_ITEM4_VM_SWINGHARD
ACT_ITEM_DEPLOY
ACT_ITEM_UNDEPLOY
ACT_JUMP
ACT_KART_ACTION_DASH
ACT_KART_ACTION_SHOOT
ACT_KART_GESTURE_NEGATIVE
ACT_KART_GESTURE_POSITIVE
ACT_KART_IDLE
ACT_KART_IMPACT
ACT_KART_IMPACT_BIG
ACT_KART_JUMP_FLOAT
ACT_KART_JUMP_LAND
ACT_KART_JUMP_START
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_INSPECT_END
ACT_MELEE_ALLCLASS_VM_INSPECT_IDLE
ACT_MELEE_ALLCLASS_VM_INSPECT_START
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_ALT1_VM_INSPECT_END
ACT_MELEE_ALT1_VM_INSPECT_IDLE
ACT_MELEE_ALT1_VM_INSPECT_START
ACT_MELEE_ALT2_VM_INSPECT_END
ACT_MELEE_ALT2_VM_INSPECT_IDLE
ACT_MELEE_ALT2_VM_INSPECT_START
ACT_MELEE_ALT3_VM_INSPECT_END
ACT_MELEE_ALT3_VM_INSPECT_IDLE
ACT_MELEE_ALT3_VM_INSPECT_START
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_INSPECT_END
ACT_MELEE_VM_INSPECT_IDLE
ACT_MELEE_VM_INSPECT_START
ACT_MELEE_VM_ITEM1_DRAW
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_ITEM3
ACT_MP_AIRWALK_ITEM4
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_ITEM3
ACT_MP_ATTACK_AIRWALK_ITEM4
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_ITEM3
ACT_MP_ATTACK_CROUCH_ITEM3_SECONDARY
ACT_MP_ATTACK_CROUCH_ITEM4
ACT_MP_ATTACK_CROUCH_ITEM4_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_DEPLOYED_ITEM3
ACT_MP_ATTACK_CROUCH_PRIMARY_DEPLOYED_ITEM4
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_ITEM3
ACT_MP_ATTACK_STAND_ITEM3_SECONDARY
ACT_MP_ATTACK_STAND_ITEM4
ACT_MP_ATTACK_STAND_ITEM4_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_DEPLOYED_ITEM3
ACT_MP_ATTACK_STAND_PRIMARY_DEPLOYED_ITEM4
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_ITEM3
ACT_MP_ATTACK_SWIM_ITEM4
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_COMPETITIVE_LOSERSTATE
ACT_MP_COMPETITIVE_WINNERSTATE
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_ITEM3
ACT_MP_CROUCHWALK_DEPLOYED_ITEM4
ACT_MP_CROUCHWALK_DEPLOYED_PRIMARY
ACT_MP_CROUCHWALK_ITEM1
ACT_MP_CROUCHWALK_ITEM2
ACT_MP_CROUCHWALK_ITEM3
ACT_MP_CROUCHWALK_ITEM4
ACT_MP_CROUCHWALK_LOSERSTATE
ACT_MP_CROUCHWALK_MELEE
ACT_MP_CROUCHWALK_MELEE_ALLCLASS
ACT_MP_CROUCHWALK_PASSTIME
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_ITEM3
ACT_MP_CROUCH_DEPLOYED_IDLE_ITEM4
ACT_MP_CROUCH_DEPLOYED_IDLE_PRIMARY
ACT_MP_CROUCH_IDLE
ACT_MP_CROUCH_ITEM1
ACT_MP_CROUCH_ITEM2
ACT_MP_CROUCH_ITEM3
ACT_MP_CROUCH_ITEM4
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_CYOA_PDA_IDLE
ACT_MP_CYOA_PDA_INTRO
ACT_MP_CYOA_PDA_OUTRO
ACT_MP_DEPLOYED
ACT_MP_DEPLOYED_IDLE
ACT_MP_DEPLOYED_IDLE_ITEM1
ACT_MP_DEPLOYED_IDLE_ITEM2
ACT_MP_DEPLOYED_IDLE_ITEM3
ACT_MP_DEPLOYED_IDLE_ITEM4
ACT_MP_DEPLOYED_ITEM1
ACT_MP_DEPLOYED_ITEM2
ACT_MP_DEPLOYED_ITEM3
ACT_MP_DEPLOYED_ITEM4
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_PASSTIME
ACT_MP_DOUBLEJUMP_CROUCH_PRIMARY
ACT_MP_DOUBLEJUMP_CROUCH_SECONDARY
ACT_MP_DOUBLEJUMP_LOSERSTATE
ACT_MP_FALLING_STOMP
ACT_MP_FALLING_STOMP_MELEE
ACT_MP_FALLING_STOMP_PRIMARY
ACT_MP_GESTURE_FLINCH
ACT_MP_GESTURE_FLINCH_CHEST
ACT_MP_GESTURE_FLINCH_HEAD
ACT_MP_GESTURE_FLINCH_ITEM1
ACT_MP_GESTURE_FLINCH_ITEM2
ACT_MP_GESTURE_FLINCH_LEFTARM
ACT_MP_GESTURE_FLINCH_LEFTLEG
ACT_MP_GESTURE_FLINCH_MELEE
ACT_MP_GESTURE_FLINCH_PRIMARY
ACT_MP_GESTURE_FLINCH_RIGHTARM
ACT_MP_GESTURE_FLINCH_RIGHTLEG
ACT_MP_GESTURE_FLINCH_SECONDARY
ACT_MP_GESTURE_FLINCH_STOMACH
ACT_MP_GESTURE_VC_FINGERPOINT
ACT_MP_GESTURE_VC_FINGERPOINT_BUILDING
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM1
ACT_MP_GESTURE_VC_FINGERPOINT_ITEM2
ACT_MP_GESTURE_VC_FINGERPOINT_MELEE
ACT_MP_GESTURE_VC_FINGERPOINT_PDA
ACT_MP_GESTURE_VC_FINGERPOINT_PRIMARY
ACT_MP_GESTURE_VC_FINGERPOINT_SECONDARY
ACT_MP_GESTURE_VC_FISTPUMP
ACT_MP_GESTURE_VC_FISTPUMP_BUILDING
ACT_MP_GESTURE_VC_FISTPUMP_ITEM1
ACT_MP_GESTURE_VC_FISTPUMP_ITEM2
ACT_MP_GESTURE_VC_FISTPUMP_MELEE
ACT_MP_GESTURE_VC_FISTPUMP_PDA
ACT_MP_GESTURE_VC_FISTPUMP_PRIMARY
ACT_MP_GESTURE_VC_FISTPUMP_SECONDARY
ACT_MP_GESTURE_VC_HANDMOUTH
ACT_MP_GESTURE_VC_HANDMOUTH_BUILDING
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM1
ACT_MP_GESTURE_VC_HANDMOUTH_ITEM2
ACT_MP_GESTURE_VC_HANDMOUTH_MELEE
ACT_MP_GESTURE_VC_HANDMOUTH_PDA
ACT_MP_GESTURE_VC_HANDMOUTH_PRIMARY
ACT_MP_GESTURE_VC_HANDMOUTH_SECONDARY
ACT_MP_GESTURE_VC_NODNO
ACT_MP_GESTURE_VC_NODNO_BUILDING
ACT_MP_GESTURE_VC_NODNO_ITEM1
ACT_MP_GESTURE_VC_NODNO_ITEM2
ACT_MP_GESTURE_VC_NODNO_MELEE
ACT_MP_GESTURE_VC_NODNO_PDA
ACT_MP_GESTURE_VC_NODNO_PRIMARY
ACT_MP_GESTURE_VC_NODNO_SECONDARY
ACT_MP_GESTURE_VC_NODYES
ACT_MP_GESTURE_VC_NODYES_BUILDING
ACT_MP_GESTURE_VC_NODYES_ITEM1
ACT_MP_GESTURE_VC_NODYES_ITEM2
ACT_MP_GESTURE_VC_NODYES_MELEE
ACT_MP_GESTURE_VC_NODYES_PDA
ACT_MP_GESTURE_VC_NODYES_PRIMARY
ACT_MP_GESTURE_VC_NODYES_SECONDARY
ACT_MP_GESTURE_VC_THUMBSUP
ACT_MP_GESTURE_VC_THUMBSUP_BUILDING
ACT_MP_GESTURE_VC_THUMBSUP_ITEM1
ACT_MP_GESTURE_VC_THUMBSUP_ITEM2
ACT_MP_GESTURE_VC_THUMBSUP_MELEE
ACT_MP_GESTURE_VC_THUMBSUP_PDA
ACT_MP_GESTURE_VC_THUMBSUP_PRIMARY
ACT_MP_GESTURE_VC_THUMBSUP_SECONDARY
ACT_MP_GRENADE1_ATTACK
ACT_MP_GRENADE1_DRAW
ACT_MP_GRENADE1_IDLE
ACT_MP_GRENADE2_ATTACK
ACT_MP_GRENADE2_DRAW
ACT_MP_GRENADE2_IDLE
ACT_MP_ITEM1_GRENADE1_ATTACK
ACT_MP_ITEM1_GRENADE1_DRAW
ACT_MP_ITEM1_GRENADE1_IDLE
ACT_MP_ITEM1_GRENADE2_ATTACK
ACT_MP_ITEM1_GRENADE2_DRAW
ACT_MP_ITEM1_GRENADE2_IDLE
ACT_MP_ITEM2_GRENADE1_ATTACK
ACT_MP_ITEM2_GRENADE1_DRAW
ACT_MP_ITEM2_GRENADE1_IDLE
ACT_MP_ITEM2_GRENADE2_ATTACK
ACT_MP_ITEM2_GRENADE2_DRAW
ACT_MP_ITEM2_GRENADE2_IDLE
ACT_MP_JUMP
ACT_MP_JUMP_BUILDING
ACT_MP_JUMP_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_ITEM3
ACT_MP_JUMP_FLOAT_ITEM4
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_ITEM3
ACT_MP_JUMP_ITEM4
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_ITEM3
ACT_MP_JUMP_LAND_ITEM4
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_ITEM3
ACT_MP_JUMP_START_ITEM4
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_PASSTIME_THROW_BEGIN
ACT_MP_PASSTIME_THROW_END
ACT_MP_PASSTIME_THROW_MIDDLE
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_PUSH_CROUCH_SECONDARY
ACT_MP_PUSH_STAND_SECONDARY
ACT_MP_PUSH_SWIM_SECONDARY
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_ITEM3
ACT_MP_RUN_ITEM4
ACT_MP_RUN_LOSERSTATE
ACT_MP_RUN_MELEE
ACT_MP_RUN_MELEE_ALLCLASS
ACT_MP_RUN_PASSTIME
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_ITEM3
ACT_MP_STAND_ITEM4
ACT_MP_STAND_LOSERSTATE
ACT_MP_STAND_MELEE
ACT_MP_STAND_MELEE_ALLCLASS
ACT_MP_STAND_PASSTIME
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_ITEM3
ACT_MP_SWIM_ITEM4
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_ITEM3
ACT_MP_WALK_ITEM4
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_PARACHUTE_DEPLOY
ACT_PARACHUTE_DEPLOY_IDLE
ACT_PARACHUTE_RETRACT
ACT_PARACHUTE_RETRACT_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_ALT1_VM_INSPECT_END
ACT_PRIMARY_ALT1_VM_INSPECT_IDLE
ACT_PRIMARY_ALT1_VM_INSPECT_START
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_INSPECT_END
ACT_PRIMARY_VM_INSPECT_IDLE
ACT_PRIMARY_VM_INSPECT_START
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_ALT1_VM_INSPECT_END
ACT_SECONDARY_ALT1_VM_INSPECT_IDLE
ACT_SECONDARY_ALT1_VM_INSPECT_START
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_ALTATTACK
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_INSPECT_END
ACT_SECONDARY_VM_INSPECT_IDLE
ACT_SECONDARY_VM_INSPECT_START
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_SLAP_VM
ACT_SLAP_VM_DRAW
ACT_SLAP_VM_IDLE
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_SPECIAL_VM_INSPECT_END
ACT_SPECIAL_VM_INSPECT_IDLE
ACT_SPECIAL_VM_INSPECT_START
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_EXCLUDE_PLAYER_SOUND
AE_CL_PLAYSOUND
AE_CL_REMOVE_PARTICLE_EFFECT
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_RD_ROBOT_POP_PANELS_OFF
AE_START_SCRIPTED_EFFECT
AE_STOP_SCRIPTED_EFFECT
AE_SV_DUSTTRAIL
AE_SV_EXCLUDE_PLAYER_SOUND
AE_SV_PLAYSOUND
AE_TAUNT_ADD_ATTRIBUTE
AE_TAUNT_DISABLE_MOVE
AE_TAUNT_ENABLE_MOVE
AE_THUMPER_THUMP
AE_WPN_HIDE
AE_WPN_INCREMENTAMMO
AE_WPN_PLAYWPNSOUND
AE_WPN_PRIMARYATTACK
AE_WPN_UNHIDE
AFG;
AIWalkable
AR2AltFire
AR2Explosion
AR2Impact
AR2Tracer
ARGB8888
ATI1N
ATI2N
ATI_DST16
ATI_DST24
A\f9w\}E
Abs_IMaterialProxy003
Absolute Value
Accel
AcceptPanel
AchievementEvent
AchievementNotificationPanel
AchievementSaveThread
Action: '%s' handle = %d\n
ActivateItem
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.
Advanced Joystick settings initialized\n
Aff.
Afff.
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"
AirboatGun
AirboatGunHeavyTracer
AirboatGunImpact
AirboatGunTracer
AirboatMuzzleFlash
Al0u"
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
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
AlyxEmp.Charge
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
AnimEvent
AnimTimeMustBeFirst
AnimateSpecificTexture_IMaterialProxy003
AnimatedEntityTexture_IMaterialProxy003
AnimatedOffsetTexture_IMaterialProxy003
AnimatedTexture_IMaterialProxy003
AnimatingImagePanel
AnimationController
AnimationEvents
AntlionGib
Apparent distance of the HUD in inches
Applies smoothing/decay curve to flex animation controller changes.
Apply
Apply Velocity in Local Space (0/1)
ApplyButton
ApplyChanges
ApplyDataToControls
ApplySchemeSettings
ArmItem
Assertion Failed: !m_bNeedsSort
Assign target CP
Attached %s (mod_studio) to %s (%d)\n
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
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
Automatically switch to picked up weapons (if more powerful)
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-Spline
B11IVTFTexture
B333?
B6C_Fish
B;SP
BADFUNCTIONPOINTER
BFHu
BGR565
BGR888
BGR888_BLUESCREEN
BGRA4444
BGRA5551
BGRA8888
BGRX5551
BGRX8888
BN18PrecacheEffectGlow20ClientEffectRegisterE
BackBuffer
Background
BackgroundColor
BackgroundOverrideColor
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
BarChunkGap
BarChunkWidth
BarHeight
BarInsetX
BarInsetY
BarWidth
Barnacle.base
Barnacle.tongue1
BaseBorder
BaseCombatWeapon_HideThink
BaseEntity.EnterWater
BaseEntity.ExitWater
BaseExplosionEffect.Sound
BaseGrenade.Explode
BaseInputDialog
BasePlayer
Battery
Beam spline with %i points invoked\n
Beam spline with %i points received\n
BellyGun
Beyond this number of degrees, the mouse clamps
Beyond this number of degrees, the mouse drags the torso
Bffff.
Bffffff.
BgAlpha
BgColor
Bias
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 HTML info panel '%s'; Using plaintext instead.\n
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
Bogus constraint on ragdoll %s\n
Bogus pmove player movetype %i on (%i) 0=cl 1=sv\n
BoltImpact
BorderBottom
BorderCenter
BorderColor
BorderDark
BorderLeft
BorderPanel_%s
BorderRight
BorderTop
Borders
BottomClear
BottomLeftPanel
BottomRightPanel
BottomSolid
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
BreakModelCreateSingle: clientside doesn't support ragdoll breakmodels.\n
BreakableModels
BreakableSurface_IMaterialProxy003
Brush_Model_Rendering
Buckshot
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
C F9
C&opy
C,u9
C12CBeamSegDraw
C4G;
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
CBaseHL2MPBludgeonWeapon
CBaseHL2MPCombatWeapon
CBaseHLBludgeonWeapon
CBaseHLCombatWeapon
CBaseHelicopter
CBaseHudChat
CBaseHudChatInputLine
CBaseHudChatLine
CBaseModelPanel
CBaseParticleEntity
CBasePlayer
CBasePlayer::ItemPostFrame
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
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
CDirtySpatialPartitionEntityList
CDmxElement::UnpackIntoStructure: Mismatched attribute type in attribute "%s"!\n
CDragDropHelperPanel
CDummyMaterialProxy::CDummyMaterialProxy()\n
CDummyMaterialProxy::Init( material = "%s" )\n
CDummyMaterialProxy::OnBind( %p )\n
CDummyMaterialProxy::~CDummyMaterialProxy()\n
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
CEnvProjectedTexture
CEnvQuadraticBeam
CEnvScreenEffect
CEnvScreenOverlay
CEnvStarfield
CEnvTonemapController
CEnvWind
CFPSPanel
CFailableAchievement
CFireSmoke
CFireTrail
CFish
CFlare
CFlaregun
CFlashlightEffect::UpdateLightNew
CFlexSceneFileManager
CFogController
CFuncAreaPortalWindow
CFuncConveyor
CFuncLadder
CFuncMonitor
CFuncOccluder
CFuncReflectiveGlass
CFuncRotating
CFuncSmokeVolume
CFuncTrackTrain
CFunc_Dust
CFunc_LOD
CGameMovement::PlayerMove
CGameMovement::TracePlayerBBox
CGameMovement::TryTouchGround
CGameMovement::TryTouchGroundInQuadrants
CGameRules
CGameRulesProxy
CGameStats
CGameStringPool
CGlowOverlay::DrawOverlays()
CGlowOverlaySystem
CHL2MPClientScoreBoardDialog
CHL2MPGameRulesProxy
CHL2MPMachineGun
CHL2MPRagdoll
CHL2MPRules
CHL2MPSpectatorGUI
CHL2MPTextWindow
CHL2MP_Player
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
CHTMLFindBar
CHUDAutoAim
CHUDQuickInfo
CHalfLife2
CHalfLife2Proxy
CHandleTest
CHudAmmo
CHudAnimationInfo
CHudBattery
CHudChat
CHudChatFilterButton
CHudChatFilterCheckButton
CHudChatFilterPanel
CHudChatHistory
CHudChatInputLine
CHudChatLine
CHudCloseCaption
CHudCommentary
CHudCredits
CHudCrosshair
CHudDamageIndicator
CHudDeathNotice
CHudFilmDemo
CHudGeiger
CHudHDRDemo
CHudHealth
CHudHintDisplay
CHudHintKeyDisplay
CHudHintKeyDisplay::MsgFunc_KeyHintText: string count != 1.\n
CHudHistoryResource
CHudMenu
CHudMessage
CHudNumericDisplay
CHudPoisonDamageIndicator
CHudSecondaryAmmo
CHudSquadStatus
CHudSuitPower
CHudTextureHandle
CHudTrain
CHudVehicle
CHudViewport
CHudVoiceSelfStatus
CHudVoiceStatus
CHudVote
CHudWeapon
CHudWeaponSelection
CHudZoom
CIconPanel
CInfoLadderDismount
CInfoLightingRelative
CInfoOverlayAccessor
CInfoTeleporterCountdown
CItemButton
CL;E
CLIENT
CLIENT:  %s(%s) thinking for %.02f ms!!!\n
CLaserDot
CLightGlow
CLoadingDiscPanel
CMDLPanel
CMOTDHTML
CMaterialFloatLerpProxy::OnBind "%s" %s=%f %d\n
CMaterialModifyControl
CMessageCharsPanel
CModelPanel
CMortarShell
CMultiDamage
CMultiplayRules
CNPC_AntlionGuard
CNPC_Barnacle
CNPC_Barney
CNPC_CombineGunship
CNPC_Manhack
CNPC_RollerMine
CNPC_Strider
CNPC_Vortigaunt
CNavProgress
CNetGraphPanel
CNetGraphPanel::DrawLine2
CNetGraphPanel::Paint
CNetGraphPanel::PaintLineArt
CNewParticleEffect::DrawModel
COLORCORRECTION_VERSION_1
COMBINE
CPDumpPanel
CPU freq: %3.1f%%   Min: %3.1f%%
CPU frequency percent: %3.1f%%   Min percent: %3.1f%%
CPUFeatures0
CPUFeatures1
CPUFeatures2
CPUGhz
CPUID
CPUModel
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
CPlayerPickupController
CPlayerResource
CPlayerState
CPointCamera
CPointCommentaryNode
CPoseController
CPotteryWheelPanel
CPrecipHack
CPrecipitation
CPredictedViewModel
CPredictedViewModel::m_LagAnglesHistory
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
CPropJeep
CPropVehicleChoreoGeneric
CPropVehicleDriveable
CPropVehiclePrisonerPod
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
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
CTEHL2MPFireBullets
CTEImpact
CTEKillPlayerAttachments
CTELargeFunnel
CTEMetalSparks
CTEMuzzleFlash
CTEParticleSystem
CTEPhysicsProp
CTEPlayerDecal
CTEProjectedDecal
CTEShatterSurface
CTEShowLine
CTESmoke
CTESparks
CTESprite
CTESpriteSpray
CTEWorldDecal
CTSListBase: Misaligned list\n
CTSQueue: Misaligned queue\n
CTakeDamageInfo
CTargetID
CTeam
CTeamMenu
CTeamPlayHud
CTeamRoundTimer
CTeamTrainWatcher
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
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::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
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
CWeaponHL2MPBase
CWeaponPhysCannon
CWeaponPistol
CWeaponRPG
CWeaponSMG1
CWeaponShotgun
CWeaponStunStick
CWeapon_SLAM
CWorld
CXNF9
C_BaseAnimating
C_BaseAnimating::BecomeRagdollOnClient failed. pRagdoll:%p bInitBoneArrays:%d bInitAsClient:%d\n
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_HL2MPMachineGun
C_HL2MP_Player
C_HL2MP_Player::m_iv_angEyeAngles
C_HL2PlayerLocalData
C_LaserDot
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_PropAirboat
C_PropCannon
C_PropCrane
C_PropVehicleChoreoGeneric
C_PropVehicleDriveable
C_PropVehicleDriveable::m_iv_vecGunCrosshair
C_PropVehiclePrisonerPod
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_WeaponAlyxGun
C_WeaponAnnabelle
C_WeaponBinoculars
C_WeaponBugBait
C_WeaponCitizenPackage
C_WeaponCitizenSuitcase
C_WeaponCubemap
C_WeaponCycler
C_WeaponGaussGun
Cables
CalcAimEntPositions
Call to NULL CStudioHdr::GroupStudioHdr()\n
Called Release() on CBoneList not allocated via Alloc() method\n
Camera
Camo_IMaterialProxy003
Can't add Keybindings Context for unnamed panels\n
Can't create temporary entity with NULL model!\n
Can't find factory for entity: %s\n
Can't find soundscape %s\n
Can't get key value\t'%s' from file '%s'.\n
Can't play until a game is started.\n
CanBeDefaultButton
Cancel
CancelButton
Candidate
Cannot Apply
Cannot find color correction lookup file: '%s'\n
Cannot update control point %d for effect '%s'.\n
Caption
CaptionLabel
CaptionLookup_t
Captions
Catmull-Rom
Catmull-Rom (Norm X)
Catmull-Rom (Norm)
Catmull-Rom (Tangent)
Causes the third person model to be drawn instead of the view model
Caution
Center Offset
CenterPrintText
Cfff.
Cffff.
Cfffff.
Cffffff.
ChF9
Changing collision rules within a callback is likely to cause crashes!\n
Chat.TypingText
ChatEntrySend
ChatEntryStopMessageMode
ChatFiltersButton
ChatFont
ChatInput
ChatInputLine
ChatInputPrompt
ChatLine1
ChatScheme
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
Cl0uM
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.
Clfff.
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
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
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
CombineScheme
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
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
Controls the speed when matching offset to ideal angles in thirdperson view
ConversionMode
ConversionModeMenu
ConveyorScroll_IMaterialProxy003
Copy
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 load combine panel scheme!\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
Create In Hierarchy
CreateDebris 1
CreateDebris 2
CreateHairball
CreateInterface
CreateNewControl
Creates a dlight in front of the player
CreditsFile
CreditsMsg
CreditsParams
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 action set = %d\n
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 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
CustomURL
Cutoff area %.2f\n
CvarToggleCheckButton
Cycle through the aim & move modes.
D$\fff
D$\ffff?
D333333
D7\f9
D8,C
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_BaseHL2MPBludgeonWeapon
DT_BaseHL2MPCombatWeapon
DT_BaseHLBludgeonWeapon
DT_BaseHLCombatWeapon
DT_BaseHelicopter
DT_BaseParticleEntity
DT_BasePlayer
DT_BaseProjectile
DT_BasePropDoor
DT_BaseTeamObjectiveResource
DT_BaseTempEntity
DT_BaseViewModel
DT_Beam
DT_BeamPredictableId
DT_BoneFollower
DT_BreakableProp
DT_BreakableSurface
DT_CFish
DT_CitadelEnergyCore
DT_CollisionProperty
DT_ColorCorrection
DT_ColorCorrectionVolume
DT_CombineGunship
DT_Corpse
DT_CrossbowBolt
DT_DetailController
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_EnvProjectedTexture
DT_EnvScreenEffect
DT_EnvScreenOverlay
DT_EnvStarfield
DT_EnvTonemapController
DT_EnvWind
DT_EnvWindShared
DT_FireSmoke
DT_FireTrail
DT_Flare
DT_Flaregun
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_GameRulesProxy
DT_HL2GameRules
DT_HL2Local
DT_HL2MPGameRulesProxy
DT_HL2MPMachineGun
DT_HL2MPRagdoll
DT_HL2MPRules
DT_HL2MP_Player
DT_HL2_Player
DT_HLMachineGun
DT_HLSelectFireMachineGun
DT_HalfLife2Proxy
DT_HandleTest
DT_InfoLadderDismount
DT_InfoLightingRelative
DT_InfoOverlayAccessor
DT_InfoTeleporterCountdown
DT_LaserDot
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_Strider
DT_NPC_Vortigaunt
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_PoseController
DT_Precipitation
DT_PredictableId
DT_PredictedViewModel
DT_PropAirboat
DT_PropCannon
DT_PropCombineBall
DT_PropCrane
DT_PropJeep
DT_PropVehicleChoreoGeneric
DT_PropVehicleDriveable
DT_PropVehiclePrisonerPod
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_TEHL2MPFireBullets
DT_TEImpact
DT_TEKillPlayerAttachments
DT_TELargeFunnel
DT_TEMetalSparks
DT_TEMuzzleFlash
DT_TEParticleSystem
DT_TEPhysicsProp
DT_TEPlayerDecal
DT_TEProjectedDecal
DT_TEShatterSurface
DT_TEShowLine
DT_TESmoke
DT_TESparks
DT_TESprite
DT_TESpriteSpray
DT_TEWorldDecal
DT_Team
DT_TeamRoundTimer
DT_TeamTrainWatcher
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_WeaponHL2MPBase
DT_WeaponPhysCannon
DT_WeaponPistol
DT_WeaponRPG
DT_WeaponSMG1
DT_WeaponShotgun
DT_WeaponStunStick
DT_Weapon_SLAM
DT_World
DXT1
DXT1_ONEBITALPHA
DXT1_RUNTIME
DXT3
DXT5
DXT5_RUNTIME
DYING
Damage
Dampen Movement Relative to Control Point
DashGap
DashHeight
Data manager 'used' memory incorrect\n
DataTypeCombo
Deaccel
Deathmatch
Debug view texture scale
DebugFixed
DebugFixedSmall
DebugLabel
DebugOverlay
DebugText
DebugTextureInfo001
Decal textures
Decal: entity = %i
Default
Default Player Model
Default Spawn Weapon
Default class when joining a game
Default team when joining a game
DefaultButtonSet
DefaultFixedOutline
DefaultSmall
DefaultUnderline
DefaultVerySmall
DefaultVerySmallFallBack
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.
Dfffff.
DialogVariables
Didn't draw shadow hierarchy.. bad shadow texcoords probably going to happen..grab Brian!\n
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.
DisarmItem
Discarding ApplyAbsVelocityImpulse(%f,%f,%f) on %s\n
DismissJSDialog
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.
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 attribute name %s encountered!\n
DustTrail
DxLvl
E PR
E ul
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: Shotgun Reload called incorrectly!\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\v
E\f9D
E\f9E
E\fPV
E\ffff.
E\ft3
E\ft4
E\ftW
E\fty
Ease In
Ease In/Out
Ease Out
EditMenu
EditablePanel
EffectDispatch
Effff.
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
Emits a closed caption
Emits a random caption
Emitsound
EmptyBoxColor
Empty_IMaterialProxy003
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 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 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
EntityRandom_IMaterialProxy003
EntitySpeed_IMaterialProxy003
EnvStarfield
Ep1IntroVortRefract_IMaterialProxy003
Equals_IMaterialProxy003
Error loading info message.
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: 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
ExclamationPanel
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
F0;F
F0@f
F1zf
F2 f
F2df
F3 u0
F4;F
F4\vCx
F4\vGx
F5@uG
F6G;
F8GK
F8u,
F9G\fu
F;w0|
F<@uF
FCVAR_NEVER_AS_STRING
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
FL;E
FTt\r
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_Sparks
FX_Sparks 1
FX_StriderTracer
FX_Tracer
FX_WaterRipple
F\f;CH
F\fC9
F\fG9
F\fu,9
Fade
FadeInTeamLine
FadeOutTeamLine
FadeOutWeaponSelectionMenu
Failed to find attachment point specified for AE_CL_CREATE_PARTICLE_EFFECT event. Trying to spawn effect '%s' on attachment named '%s'\n
Failed to find attachment point specified for AE_CL_REMOVE_PARTICLE_EFFECT 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 load %s\n
Failed to reestablish collision model for object\n
Failed to restore physics object\n
Ffffff.
Fffffff.
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.
FileCompletionEdit
FileList
FileNameLabel
FileOpenDialog
FileSelected
FileSelectionCancelled
FileSelectionCombo
FileTypeCombo
FileTypeLabel
Filters
Find and list all client entities with classnames that contain the specified substring.\nFormat: cl_find_ent <substring>\n
FindBar
FindCount
FindDefaultButton
FindEntry
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
Flicker
FlightSpeed
FlightTime
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
FolderIcon
FolderUpButton
FontPanel_%s
Fonts
ForceStereoRenderToFrameBuffer
Forces a soundscape to play
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
Fp;E
Frac_IMaterialProxy003
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
FreezeCam_Only
FreezeFrame_FullScreen
FullPathEdit
G$F9
G15_INTERFACE_VERSION001
G4;G
G8C9
G8C;]
G<@uB
GAME
GAMEEVENTSMANAGER002
GAMETITLE
GD9F$t)
GL;E
GPUDeviceID
GPUDriverVersion
GPUDrv
GPUVendor
G\9APu 
G\f9G
Gain
Game
Game paused time showing up negative (rt %f pausestart %f)\n
GameClientExports001
GameMovement001
GameRulesCreation
GameState.txt
GameStatsUpload_
GameTitle
GameUI
GaussTracer
GaussianNoise_IMaterialProxy003
Geiger
Geiger.BeepHigh
Geiger.BeepLow
General.BurningFlesh
General.BurningObject
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.
Gl u:
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,;H0
H,;H0u
H4\vNx
HALF-LIFE'
HAT\tK 
HAT\tKAT\tKAT\tKAT\tK 
HD;pt
HDR Demo HUD Element toggle.
HDRColorScale
HDRDemoText
HFont
HKEY_CURRENT_USER\Software\Valve\Steam\Offline
HL2Player.SprintNoPower
HL2Player.SprintStart
HL2_KILL_ODESSAGUNSHIP
HOME
HPu%
HTML
HTML.SearchAnimationTime
HTML.SearchInsetX
HTML.SearchInsetY
HTML.SearchTall
HTML.SearchWide
HTMLBackRequested
HTMLForwardRequested
HTMLInterior
HTMLMessage
HTMLPopup
HTMLSliderMoved
HTML_OFFLINE_DIR
HUDAutoAim
HUDQuickInfo
HUDQuickInfo.LowAmmo
HUDQuickInfo.LowHealth
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
HelicopterImpact
HelicopterMegaBomb
HelicopterTracer
Hide the HUD during freeze-cam
HideCommentary
HideNewControlMenu
Hides a viewport panel <name>
HintMessageBg
HintMessageFg
HintMessageHide
HintMessageLower
HintMessageRaise
HintMessageShow
HintSize
HintText
Hold
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.
Hpt$1
HtmlPopup
Htt$1
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.
HudAmmo
HudAmmoSecondary
HudAnimationInfo
HudBloodSplat
HudChat
HudChat.Message
HudChatFilterPanel
HudChatHistory
HudCloseCaption
HudCommentary
HudCredits
HudCrosshair
HudDamageIndicator
HudDeathNotice
HudGeiger
HudHDRDemo
HudHealth
HudHintDisplay
HudHintDisplayLabel
HudHintKeyDisplay
HudHintText
HudHintTextLarge
HudHintTextSmall
HudHistoryResource
HudMenu
HudMessage
HudMsg
HudNumbers
HudNumbersGlow
HudNumbersSmall
HudNumbersTimer
HudPlayerDeath
HudPoisonDamageIndicator
HudPredictionDump
HudScheme
HudSelectionNumbers
HudSelectionText
HudSquadStatus
HudSuit
HudSuitPower
HudTakeDamageBehind
HudTakeDamageBurn
HudTakeDamageDrown
HudTakeDamageFront
HudTakeDamageHigh
HudTakeDamageHighLeft
HudTakeDamageHighRight
HudTakeDamageLeft
HudTakeDamagePoison
HudTakeDamageRadiation
HudTakeDamageRight
HudText
HudTrain
HudVehicle
HudVoiceSelfStatus
HudVoiceStatus
HudWeapon
HudWeaponSelection
HudZoom
HunterDamage
HunterMuzzleFlash
HunterTracer
I(I9
I0u\v
I9K\f
I>gf
I@10C_SteamJet
IA88
IEffects001
IEngineSoundClient003
IGameSystem::PreRenderAllSystems
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
IconFont
IconGap
IconInsetX
IconInsetY
If 0, the 360controller.cfg file will be executed on startup & option changes.
If 1, then all communications from a player will be blocked when that player is muted, including chat messages.
If a player is moving slower than this, don't push away physics objects (enables ducking behind things).
If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.).
If enabled, attempts to purge unused textures every time a freeze cam is shown
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.
IgnoreScheme
Ignoring bogus angles (%f,%f,%f) from vphysics! (entity %s)\n
Ignoring unreasonable position (%f,%f,%f) from vphysics! (entity %s)\n
Image
Image dimensions must be multiple of 4!\n
ImagePanel
Impact
Impact.Concrete
ImpactAirboatGunCallback
ImpactCallback
ImpactGauss
ImpactGunship
ImpactHelicopterCallback
ImpactJeep
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
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 system not initialized.\n
InputCanceled
InputCompleted
InputDialog
InputSystemVersion001
Int_IMaterialProxy003
Interpolate NPC positions starting this many seconds in past (or cl_interp, if greater)
Interpolation
IntroCreditsNames
Invalid attach type specified for AE_CL_CREATE_PARTICLE_EFFECT 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 directory size %d for %s\n
Invalid file id for %s\n
Invalid file version for %s\n
Invalid format for element ID encountered for attribute "%s"
Invalid function pointer in entity!\n
Invalid index passed to CStudioHdr(%s)::GroupStudioHdr(): %d, but max is %d\n
Invalid node
Invalid options specified for AE_CL_CREATE_PARTICLE_EFFECT event. Must specify "<particle effect name> <attachment type> <attachment point>"\n
Invalid options specified for AE_CL_REMOVE_PARTICLE_EFFECT event. Must specify "<particle effect name> <attachment point>"\n
Invalid starting amplitude value in envelope!  (Cannot be -1)\n
Invalid starting duration value in envelope! (Cannot be -1)\n
Invalidate
Invert Abs Value
IsNPC_IMaterialProxy003
IsPc
ItemColor
ItemContextMenu
ItemDeselected
ItemDoubleLeftClick
ItemFadeInTime
ItemFadeOutTime
ItemFont
ItemFontPulsing
ItemHiddenTime
ItemLeftClick
ItemPickup
ItemSelected
JOY_AXIS_R
JOY_AXIS_U
JOY_AXIS_V
JOY_AXIS_X
JOY_AXIS_Y
JOY_AXIS_Z
Jff.
Jffff.
Jffffff.
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
K$B9
K0f.
K8ff.
KD9N$tS
KeyCodePressed
KeyCodeReleased
KeyCodeTyped
KeyFocusTicked
KeyHintMessageHide
KeyHintMessageShow
KeyHintText
KeyModeSet
KeyTyped
KeyValues Error: %s in file %s\n
KeyValues::LoadFromBuffer(%s%s%s): Begin
KeyValues::LoadFromBuffer(%s%s%s): End
KeyValues::LoadFromFile(%s%s%s): Begin
KeyValues::LoadFromFile(%s%s%s): End / FileNotFound
KeyValues::LoadFromFile(%s%s%s): End / Success
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.
KillFocus
Kochanek-Bartels
Kochanek-Bartels Early
Kochanek-Bartels Late
L0.f
L1|fffff.
L9x!
L>333?
L?33
LOS Failure Scalar
LOS collision group
L^j1
Label
Label.BgColor
Label.DisabledFgColor1
Label.DisabledFgColor2
Label.SelectedTextColor
Label.TextBrightColor
Label.TextColor
Label.TextDullColor
LabelChanged
LabelColor
LabelFont
Language
LanguageMenu
LargeBoxTall
LargeBoxWide
LastMemberColor
Launches the Steam Controller binding panel UI
LeftClear
LeftFoot
LeftTitleY
Length
Length of the Pre-Round time
LessOrEqual_IMaterialProxy003
LevelInit
Lffffff.
Lifespan Decay
Lifespan Minimum Velocity Decay
Lifespan from distance to world
Lifetime From Control Point Life Time
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
LineHeight
Linear Interp.
LinearRamp_IMaterialProxy003
ListImage
ListItemSelected
ListPanel
ListPanel.BgColor
ListPanel.DisabledSelectedTextColor
ListPanel.DisabledTextColor
ListPanel.EmptyListInfoTextColor
ListPanel.SelectedBgColor
ListPanel.SelectedOutOfFocusBgColor
ListPanel.SelectedTextColor
ListPanel.TextBgColor
ListPanel.TextColor
ListViewItem
ListViewItemSelected
ListViewPanel
LoadFromBuffer: missing {
LoadTimeMainMenu
LoadTimeMap
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
LookInLabel
LookupActivity
LookupSequence
LowerMiddleSolid
M(tr
MDLCache004
MGiI
M\f9E
M\f9L
M\f9M
M\f9O$v\t9O@s
M\fF9
M\fQP
M\f\tHl
M\ft3
M\ftM
MainMenuOverride
Makes ropes use average of cubemap lighting instead of max intensity.
MalfunctionLabel
ManhackCut
ManhackSparks
Map uses old detail prop file format.. ignoring detail props\n
MapDescriptionText
MapEntity_ParseAllEntities: found %s when expecting {
MapInfo
MapTime
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
MaxDeathNotices
MaxDxLevel
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 think time in milliseconds, warning is printed if this is exceeded.
Maximum visible distance
MbP?
MediumBoxTall
MediumBoxWide
MeleeWeapon
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
Mfffff.
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.
Missile.Accelerate
Missile.Ignite
Missile.ShotDown
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 Follow CP
Movement Lock to Bone
Movement Lock to Control Point
Movement Lock to Saved Position Along Path
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
Multiplier on tf2_feetyawrate to allow turning faster when running.
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 so
N$G9
N10C_Hairball17CHairballDelegateE
N11CTextWindow9CMOTDHTMLE
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
N22PrecacheEffectCrossbow20ClientEffectRegisterE
N22PrecacheOcclusionProxy20ClientEffectRegisterE
N23PrecacheEffectDusttrail20ClientEffectRegisterE
N23PrecacheEffectExplosion20ClientEffectRegisterE
N23PrecacheSmokeFogOverlay20ClientEffectRegisterE
N24PrecacheEffectBloodSpray20ClientEffectRegisterE
N24PrecacheEffectPhysCannon20ClientEffectRegisterE
N24PrecacheEffectPlasmaBeam20ClientEffectRegisterE
N24PrecacheEffectVGuiScreen20ClientEffectRegisterE
N25PrecacheEffectCombineBall20ClientEffectRegisterE
N25PrecacheEffectMuzzleFlash20ClientEffectRegisterE
N26PrecacheEffectGlassShatter20ClientEffectRegisterE
N29PrecachePostProcessingEffects20ClientEffectRegisterE
N4vgui10BuildGroupE
N4vgui10CheckImageE
N4vgui10ClickPanelE
N4vgui10GraphPanelE
N4vgui10ImagePanelE
N4vgui10MenuButtonE
N4vgui10MessageBoxE
N4vgui10RadioImageE
N4vgui11BaseTooltipE
N4vgui11CItemButtonE
N4vgui11CheckButtonE
N4vgui11FrameButtonE
N4vgui11InputDialogE
N4vgui11ProgressBarE
N4vgui11RadioButtonE
N4vgui11TextTooltipE
N4vgui12ExpandButtonE
N4vgui12IClientPanelE
N4vgui12ListViewItemE
N4vgui12ToggleButtonE
N4vgui12TreeNodeTextE
N4vgui13EditablePanelE
N4vgui13FocusNavGroupE
N4vgui13ListViewPanelE
N4vgui13MenuSeparatorE
N4vgui13TreeNodeImageE
N4vgui14ComboBoxButtonE
N4vgui14FileOpenDialogE
N4vgui14PanelListPanelE
N4vgui15BaseInputDialogE
N4vgui15BuildModeDialogE
N4vgui15ScrollBarSliderE
N4vgui16RichTextInteriorE
N4vgui16TreeViewSubPanelE
N4vgui17CBitmapImagePanelE
N4vgui17FrameSystemButtonE
N4vgui18FileCompletionEditE
N4vgui18FileCompletionMenuE
N4vgui18ScalableImagePanelE
N4vgui18SectionedListPanelE
N4vgui19AnimatingImagePanelE
N4vgui19AnimationControllerE
N4vgui20CTreeViewListControlE
N4vgui21ContinuousProgressBarE
N4vgui21CvarToggleCheckButtonI9ConVarRefEE
N4vgui24SectionedListPanelHeaderE
N4vgui29IForceVirtualInheritancePanelE
N4vgui32IPanelAnimationPropertyConverterE
N4vgui4HTML12CHTMLFindBarE
N4vgui4HTMLE
N4vgui4MenuE
N4vgui5FrameE
N4vgui5ImageE
N4vgui5LabelE
N4vgui5PanelE
N4vgui6ButtonE
N4vgui6IImageE
N4vgui6SliderE
N4vgui7DividerE
N4vgui7MenuBarE
N4vgui8ComboBoxE
N4vgui8MenuItemE
N4vgui8QueryBoxE
N4vgui8TreeNodeE
N4vgui8TreeViewE
N4vgui8URLLabelE
N4vgui9ListPanelE
N4vgui9ScrollBarE
N4vgui9TextEntryE
N4vgui9TextImageE
N9HTMLPopup9PopupHTMLE
N@ffff.
NL;M
NONE
NPCShadowBoneSetups
NPC_Citizen
NPC_CombineS
NPC_Manhack.BladeSound
NPC_Manhack.EngineSound1
NPC_Manhack.EngineSound2
NPC_MetroPolice
NULL
NULL Ent in UTIL_PrecacheOther\n
NULLNAME
NV_DST16
NV_DST24
NV_INTZ
NV_NULL
NV_RAWZ
NetworkSystemVersion001
Networked, error checked
Networked, not checked
NewControls
NewFolder
NewFolderButton
Next
NextChild
Nfffff.
Nffffff.
No Sprite %d!\n
No Steam Controllers connected.\n
No Steam Controllers(s) connected.\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 model %d!\n
No prediction datamap_t for entity %d/%s\n
No room for effect %s\n
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 networked, no differences
Notification_Background
Notification_Icon
Npfff.
NumCores
NumLevels
NumSegments
NumberColor
NumberDisplay
NumberFont
NumberGlowFont
NumericInputOnly
N|fffff.
O$ffffff.
O4t5
O89N8|
ODsP
OKButton
Object attached to Physcannon has no physics object\n
Offfff.
Offset instead of accelerate
Offset proportional to radius 0/1
OldParticleSystem_ActivateEmitter
OldParticleSystem_Create
OldParticleSystem_Destroy
OnCancel
OnChangeChild
OnCloseWindow
OnCursorMoved
OnFinishRequest
OnFolderUp
OnGameRulesCreationStringChanged: game rules entity (%s) not created
OnGameRulesCreationStringChanged: missing gamerules class '%s' on the client
OnMouseFocusTicked
OnNavigateFrom
OnNavigateTo
OnNewFolder
OnOk
OnOpen
OnRenderStart
OnRenderStart->CViewRender::SetUpView
OnRenderStart: dirty bone caches
OnRequestFocus
OnScreenSizeChanged
OnSetHTMLTitle
OnSetStatusText
OnURLChanged
Open all portals
OpenButton
OpenCloseTime
OpenColumnChoiceMenu
OpenContextMenu
OpenInExplorer
OpenInExplorerButton
OpenWeaponSelectionMenu
Opfff.
Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2).
Orient Rotation to 2D Direction
Oscillate Scalar
Oscillate Vector
Other replacements:\n\n
Other textures
Other_Model_Rendering
Output field 0-2 X/Y/Z
OutroCreditsNames
Overflow %d temporary ents!\n
Overflowed rope queued rendering memory stack. Needed %llu, have %d/%d\n
Override the far clipping plane. -1 means to use the value in env_fog_controller.
Override view during demo playback
Overview map translucency.\n
Overview: scale %.2f, pos_x %.0f, pos_y %.0f\n
Overwriting physics object for %s\n
P$tC
P12C_BaseEntity
P8?2
P<C9
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
PD9x
PD;E
PIN_BOTTOMLEFT
PIN_BOTTOMRIGHT
PIN_CENTER_BOTTOM
PIN_CENTER_LEFT
PIN_CENTER_RIGHT
PIN_CENTER_TOP
PIN_TOPLEFT
PIN_TOPRIGHT
PISTOL
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
POV manipulator operates on diagonal axes, too.
PVQS
PVRS
PVS notifier not in m_PVSNotifierMap\n
PVSW
PWVS
PageTitleChange
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.
Pff.
Phoneme delay to account for sound system latency.
PhysBlockHeader_t
PhysObjectHeader_t
PhyscannonImpact
PhysicalRamMbAvailable
PhysicalRamMbTotal
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 will aim in the direction they are moving.
Player.AmbientUnderWater
Player.DenyWeaponSelection
Player.PickupWeapon
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
PopulateDriveList
PopulateFileList
PopulateFileNameCompletion
PopupHTML
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
Pre-Age Noise
PreEntityPacketReceived
PreEntityPacketReceived(no commands ack)
PreRender
Precached
Prediction
PressButton
Prev
PrevChild
Prevent passing through a plane
Prevent passing through static part of world
ProcessOnDataChangedEvents
ProgressBar
ProgressBar.BgColor
ProgressBar.FgColor
ProgressBarBorder
ProgressBarSizer
Prompt
PropBreakableCreateAll: Could not create model %s\n
PropDatafile
Pull towards control point
Pulse
PupilCloseRate
PupilOpenRate
Pupil_IMaterialProxy003
Q$G1
QD9p|
QH;E
Qffff.
Qffffff.
Qkkbal
Ql9E
QtCO
Quad
QuarterSizeFB
QueryBox
QueryMonitorTexture
QueryParticleManifest
QueuedLoaderVersion004
Qx\tP4
R4ff.
RDs%
RGB565
RGB888
RGB888_BLUESCREEN
RGBA
RGBA16161616
RGBA16161616F
RGBA8888
RPGShotDown
RPG_Round
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
Random position within a curved cylinder
Randomly Flip Yaw
RdC1
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
RecursiveLoadFromBuffer:  recursion overflow
ReinitPredictables
Reinitialized %i predictable entities\n
ReloadLocalization
Reloading G15 config\n
Reloads all localization files
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 Distance to Control Point to Vector
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
RenderTargets
RenderView
RenderWorld
Repaint
Replaces opaque objects with their grayscaled depth values. r_showz_power scales the output.
RequestFocus
RequestState
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/Spectator_SC.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
Rffff.
Rffffff.
RichText
RichText.BgColor
RichText.InsetX
RichText.InsetY
RichText.SelectedBgColor
RichText.SelectedTextColor
RichText.TextColor
RichText: textfile parameter '%s' not found.\n
RichTextInterior
RifleShellEject
RightClear
RightFoot
RightJustify
RightTitleY
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
RoundState_warmup
RoundedCorners
Rp9]
Rumble
S@12CaptionLabel
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_003
STEAMHTTP_INTERFACE_VERSION002
STEAMINVENTORY_INTERFACE_V002
STEAMMUSICREMOTE_INTERFACE_VERSION001
STEAMMUSIC_INTERFACE_VERSION001
STEAMREMOTESTORAGE_INTERFACE_VERSION014
STEAMSCREENSHOTS_INTERFACE_VERSION003
STEAMUGC_INTERFACE_VERSION010
STEAMUNIFIEDMESSAGES_INTERFACE_VERSION001
STEAMUSERSTATS_INTERFACE_VERSION011
STEAMVIDEO_INTERFACE_V002
STEAM_
SUB_Remove called on entity with health > 0\n
SWV1
SWVP
SWVf
Same as mat_software_aa_strength, but forced to this value when called by the post vgui AA pass.
Save
Save Offset
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 sensitivity of rumble effects (0 to 1.0)
Scale the viewport back up
Scale value = %f
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
Seen controller input\n
SelectFirstIfNonZero_IMaterialProxy003
SelectFolder
SelectWeightedSequence
SelectedBoxColor
SelectedFgColor
SelectedImage
SelectionAlpha
SelectionBoxBg
SelectionEmptyBoxBg
SelectionGrowTime
SelectionNumberFg
SelectionNumberXPos
SelectionNumberYPos
SelectionSelectedBoxBg
SelectionTextFg
SentenceMode
SentenceModeMenu
Sequence Random
Sequence Two Random
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 cp density for particles
Set cp orientation for particles
Set cp radius for particles
Set cp velocity for particles
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
SetCursor
SetFocus
SetFont
SetPrevProgress
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 field-of-view for the viewmodel.
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: SetupBones_AttachmentHelper failed.\n
SetupBones: invalid bone array size (%d - needs %d)\n
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 Steam Controller status information
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 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 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
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
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 partial name, steamid, or userid
Spectate previous player
Spectators : %d
Speed
Speed Matching Strength
Spew TabContainer dimensions.
Spew player data.
Spin Strength
Spline
SporeExplosion
SporeTrail
SquadIconColor
SquadMemberAdded
SquadMemberDied
SquadMemberLeft
SquadMembersFollowing
SquadMembersStationed
SquadTextColor
Start or restart particle stats - also dumps to particle_stats.csv
StartAttachment
StartDisabled
StartingHeight
StaticPropMgrClient004
StatusLabel
StdDevFPS
Steam Controller considered active (controller connected and all action handles initialized).\n
Steam Controller considered inactive (no controller connected, no input observed, not all action handles initialized, or sc_disable set).\n
Steam Controller interface not initialized.\n
Steam Controller look sensitivity global scale factor.
Steam not running, achievement progress notification not displayed\n
SteamClient017
SteamController pitch factor.
SteamController yaw factor.
SteamController005
SteamControllerActive
SteamFriends015
SteamLightGreen
SteamMatchMaking009
SteamMatchMakingServers002
SteamNetworking005
SteamUser019
SteamUtils009
Steam\cached\offline_
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
StriderMuzzleFlash
StriderTracer
StunstickImpact
SubPanel
SubTabPosition
Subtract_IMaterialProxy003
Successfully loaded particle effects manifest '%s' for map '%s'\n
SuitArmorLow
SuitAuxPowerDecreasedBelow25
SuitAuxPowerIncreasedAbove25
SuitAuxPowerMax
SuitAuxPowerNoItemsActive
SuitAuxPowerNotMax
SuitAuxPowerOneItemActive
SuitAuxPowerThreeItemsActive
SuitAuxPowerTwoItemsActive
SuitDamageTaken
SuitPowerIncreasedAbove20
SuitPowerIncreasedBelow20
SuitPowerZero
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
T7,f
T7\fk
T9<9
T9\ff
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
TP8F
TabContainer
TabContainer nFlags:%x nPos:%d nParentSize:%d nPosDelta:%d nSize:%d GetParent:%p (%s) pszInput:'%s'\n
TabPosition
TargetID
Team Deathmatch
TeamDisplay
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
Tfff.
Tffffff.
The amount of time (in seconds) before the server resets post-match.
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
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
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.
TimeRemaining
TimeRemainingTitle
TimerFlash
TitleButtonBorder
TitleButtonDepressedBorder
TitleButtonDisabledBorder
TitleFont
TitleLabel
Toggle the 3-way animation blending code.
Toggle visibility of first person weapon tracers
ToggleButton
ToggleButton.SelectedTextColor
ToggleColumnVisible
ToggleTexture_IMaterialProxy003
Toggles VR mode
Toggles showing which blocks are pending/loaded async.
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
TopClear
TopLeftPanel
TopRightPanel
TopSolid
TotalLevelTime
Trace Length
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
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
Turns on turbo physics
Type %s of meta class %s undefined!\n
U tq
UCS-2LE
UCS-4LE
UI/menu_focus.wav
UNKNOWN
URLClicked
URLLabel
URLText
UTF-8
UUUU9
UUUUUU
UV88
UVWQ8888
U\f9T\v\ft
U\fF9
U\fff.
U\ffffff.
U\ft=9v
U\ftw
Uff.
Ufffff.
Unable to access SteamHTMLSurface
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
Unable to show binding panel. Steam overlay disabled, or Steam not in Big Picture mode.\n
Unaccounted
Underwater.BulletImpact
Undo
Unexpected EOF in quoted string
Unhandled GameEvent in ClientModeShared::FireGameEvent - %s\n
UniformNoise_IMaterialProxy003
Unknown
Unknown interpolation type %d\n
UnlitGeneric
UnpinnedCornerOffsetX
UnpinnedCornerOffsetY
UpButton
UpdateClientSideAnimations
UpdateControlData
UpdateJalopyRadar
UpdatePlayerName with bogus slot %d\n
UpdateShadowDepthTexture (%s)
Updating physics on object in hierarchy %s!\n
UpperMiddleSolid
Usage: commentary_showmodelviewer <model name> <optional attached model name>\n
Usage: spec_player { steamid | #userid | partial name match }\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 sequential CP pairs between start and end point
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
VMDLLIB001
VMaterialSystem081
VMaterialSystemStub001
VModEnable %d
VModelInfoClient006
VP4002
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
VT;8u
VTEX_003
VTFFileBaseHeader_t
VTFFileHeaderV7_1_t
VTFFileHeaderV7_2_t
VTFFileHeaderV7_3_t
VTFFileHeaderX360_t
VTFFileHeader_t
VUU?
VUUU
V\f9V
V_AppendSlash: ran out of space on %s.
V_MakeAbsolutePath: _getcwd failed.
V_MakeAbsolutePath: tried to ".." past the root.
ValveBiped.Bip01_Head1
Valve_HudPoisonDamage
Variables
VarsButton
VarsMenu
Velocity Inherit from Control Point
Velocity Noise
Velocity Random
Velocity Repulse from World
Velocity Scale
VentPoses
VertScrollBar
Vertical view fixup when eyes are near water plane.
Vfffff.
VguiScreen
VideoMaterial
VideoPanel
VideoPanelScheme
ViewEffects
ViewPortBackGround
ViewSmoothingData_t
View_Render
ViewportBG
VirtualRamMbAvailable
VirtualRamMbTotal
Visibility Alpha Scale maximum
Visibility Alpha Scale minimum
Visibility Camera Depth Bias
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
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
W\9QP
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
Water material: %s dist to water: %f\nforcecheap: %s forceexpensive: %s\n
WaterExplosionEffect.Sound
WaterLOD_IMaterialProxy003
WaterRefract
WaterSurfaceExplosion
WeaponBoxOffset
WeaponChanged
WeaponDatafile
WeaponDoesNotUseClips
WeaponDoesNotUseSecondaryAmmo
WeaponFrag.Roll
WeaponFrag.Throw
WeaponHighlight
WeaponIcons
WeaponUsesClips
WeaponUsesSecondaryAmmo
Weapon_Crossbow.BoltHitBody
Weapon_Crossbow.BoltHitWorld
Weapon_Crossbow.BoltSkewer
Weapon_PhysCannon.HoldSound
Weapon_SLAM.SatchelDetonate
Weapon_SLAM.SatchelThrow
Weapon_SLAM.TripMineMode
Weapon_StunStick.Activate
Weapon_StunStick.Deactivate
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 smoothing, this is the min screenspace width it lets a rope shrink to
When zoomed, how big is the scope on your HUD?
Whether opaque static props are rendered after non-npcs
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
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
Workaround limitations on mouse capture in some environments
World Rendering
World friction.
World gravity.
WorldDims_IMaterialProxy003
WrapMinMax_IMaterialProxy003
X@Df
X@df
XB,f
XBowBolt
XD0 
XD78
XDX0
XDX`
XH<f
XH`f
XI,f
XP@f
XPdf
Xfffff.
Xffffff.
XlX`
XlZ0
Y?11CHudCredits
Y?UU
YC f
YD74
YD8(
YL70
YN,f
YOffset
YT7,
YellowBlood
Yellowish
Zjz\v
ZoomReticleColor
[ %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
[fff.
[nothing currently selected]
\f9D2
\f9D9
\f9L2
\f9L8
\f9T0
\f9T1
\f9T3
\f9T7
\f9T8
\f9T9
\f9t9
\fQPS
\fQRSVP
\fVWPSR
\ffffff.
\fv9t
\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
\tQRSP
\tQRWP
\tw4A1
\tw@F1
\zXG
]\fffff.
]\ffffff.
^DB9
_8F;u
__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
_blank
_ffffff.
_fov
_gamestats.dat
_level_sounds.txt
_minmode
_new
_opt
_rt_Camera
_rt_FullFrameDepth
_rt_FullFrameFB
_rt_FullFrameFB%d
_rt_FullFrameFB1
_rt_FullScreen
_rt_Fullscreen
_rt_PowerOfTwoFB
_rt_ResolvedFullFrameDepth
_rt_ShadowDepthTexture_%d
_rt_ShadowDummy
_rt_Shadows
_rt_SmallFB0
_rt_SmallFB1
_rt_WaterReflection
_rt_WaterRefraction
_rt_gui
_to_curve_
`@13CHUDQuickInfo
a\v6C
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
actionsignallevel
active
activity
actor
additional_flags
affff.
ai_debug_shoot_positions
ai_shot_bias_max
ai_shot_bias_min
aim_pitch
aim_yaw
airboat_joy_response_move
align
alignment
allcaps
allow_manip
allow_offscreen
allow_overhead
allow_pitch
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
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
animate
animatedTextureFrameNumVar
animatedTextureFrameRate
animatedTextureVar
animatedfriction
animation
animation rate
animationNoWrap
animation_fit_lifetime
animfrictionmax
animfrictionmin
animfrictiontimehold
animfrictiontimein
animfrictiontimeout
append
appid
ar2pax
ar2pay
armedBgColor_override
armedFgColor_override
asdf
ashtray
associate
attached_model
attachmentIndex
attachment_point
attachment_type
attachmentindex
attack
attack2
attack3
attacker
attenuation
attenuationTme
attributes
auto_tall_tocontents
auto_wide_tocontents
autoaim
autohide_buttons
autohide_scrollbar
autoresize
autoswitchfrom
autoswitchto
autoteam
avatar
avatar_tall
avatar_wide
avatar_width
avatar_xpos
avatar_ypos
axisVar
b?333333
bRunningEnterExit
bWasRunningAnim
back
backcolor
bar_height
bar_width
bar_xpos
bar_ypos
base
base_player_teleported
baseanimating
baseclass
baseentity
baseflex
basehl2mpcombatweapon
basehlcombatweapon
baseplayer
basic_movement
batch particle systems
battery:  %d%%
battery: On AC
bbox.maxs
bbox.mins
bcc_localdata
beam
beampredictable_id
bfffff.
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_impact_green_01
blood_impact_red_01
blood_impact_yellow_01
blooddrops
bloodgore
bloodimpact
bloodsplat
bloodspray
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
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
bvcdu0
c8tz
c_maxdistance
c_maxpitch
c_maxyaw
c_mindistance
c_minpitch
c_minyaw
c_orthoheight
c_orthowidth
cable/cable
callvote
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
catch up speed
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
cent
center
centerVar
center_x
center_y
centerview
centerwrap
centerx
centery
centerz
changeclass
changed
changeteam
channel
char
character
chat_%d
chatlines
child
children
chooseteam
cl_SetupAllBones
cl_ShowBoneSetupEnts
cl_ShowSunVectors
cl_anglespeedkey
cl_animationinfo
cl_autowepswitch
cl_backspeed
cl_bob
cl_bobcycle
cl_bobup
cl_burninggibs
cl_chatfilter_version
cl_chatfilters
cl_class
cl_clean_textures_on_death
cl_clearhinthistory
cl_cmdrate
cl_customsounds
cl_debugrumble
cl_decline_first_notification
cl_defaultweapon
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_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_mute_all_comms
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_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_reload_localization_files
cl_removedecals
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_trigger_first_notification
cl_updaterate
cl_upspeed
cl_winddir
cl_windspeed
cl_wpn_sway_interp
cl_wpn_sway_scale
cl_yawspeed
class
class 
class_width
classname
classname %s used to create wrong class type\n
classname missing from entity!\n
client
client created
client_ragdoll
clientinsetx_override
clients
clip2_size
clip_size
close
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
contextmenu
continued_velocity
control point
control point movement distance tolerance
control point movement 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
copy
copylink
copyurl
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_left_empty
crosshair_left_full
crosshair_right
crosshair_right_empty
crosshair_right_full
crowbarpax
crowbarpay
cstrike
cu\vF
cull outside instead of inside
cull_control_point
cull_cost
cull_radius
cull_replacement_definition
cur_val
current
cursor
curve_
custom
customFiles
custom_mod
cutoffFraction
cvar_name
cvar_value
cvarname
cvarvalue
cycler_weapon
d3_breen_01
d3_citadel_03
d3_citadel_04
d3_citadel_05
d_skull
d_worldspawn
damage
damage_table
damagetype
dampFactor
dampen scale
data
dataoffset
dead_icon_tall
dead_icon_wide
dead_icon_xpos
dead_icon_ypos
dead_tall
dead_wide
dead_xpos
dead_ypos
deadflag
death_%s
death_width
deaths
debris
debug/debugcamerarendertarget
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
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
dev_loadtime_mainmenu
dev_loadtime_map_elapsed
developer
dialog
differs
digit2_xpos
digit2_ypos
digit_xpos
digit_ypos
direction
direction bias
directional
directionx
directiony
directionz
directory
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
dropitem
dropmodel
droppable
dropprimary
dropprimary: Drops the primary weapon of the player.
ds_screenshot
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/blueflare1.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/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/laser1.vmt
effects/laser1_noz.vmt
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/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/tesla_glow_noz
effects/yellowflare
effects/yellowflare_noz
efffff.
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/modulatesinglecolor
engine/occlusionproxy
engine/occlusionproxy_countdraw
engine/writez
engine_post_IMaterialProxy003
english
ensure line of sight
entindex
entities
entity # %i: %s%s%s
entity_state
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_laserdot
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
escape
escort_progress
escort_recede
escort_speed
event
event_ramp
events
example_param
exampleeffect
exec 360controller.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
extrainfo
eyes
eyes_rightleft
eyes_updown
face
faceandhair
faceposermodel
fade a player's screen to black when he dies
fade bias
fade in curve exponent
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_in_time
fade_out_time
fade_start_time
fadeholdtime
fadeintime
fademaxdist
fademindist
fadeout
fadeouttime
fadescale
fadetime
fakeplayer
falloff power
falloff range
false
female
fff.
fff?
ffff.
fffff.
ffffff
ffffff.
fg_image
fgcolor
fgcolor_override
fieldName
file
file://
file://%s
fileTypeString
filesDownloaded
filesize
filesizeint
fillcolor
fillcolor_override
fillrate
filmgrain
filter
filtered
filterinfo
findactive
findcount
fire_interactions
firecommand
firetrigger
first input control point
first particle to copy
firstperson
fish_debug
fixedlength
flEnterExitDuration
flEnterExitStartTime
flFOV
flags
flammable
flashlightHandle
flashlightState
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
fluid
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
fork1b
fork1m
fork1t
fork2b
fork2m
fork2t
fork3m
fork3t
forward
forward_angle
found '%s' in %s\n
fov %f\n
fps:  435  ping: 533 ms lerp 112.3 ms   0/0
fps:%4i   ping: %i ms
frags
frame_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
fullpath
func_break_max_pieces
func_proprrespawnzone
func_useableladder
functionName
fuse
fx_drawimpactdebris
fx_drawimpactdust
fx_drawmetalspark
g15_dumpplayer
g15_reload
g15_update_msec
g_EdictTouchLinks
g_EntityGroundLinks
g_Language
g_NameMap:  Event type at %i has wrong value (%i)!
g_antlion_maxgibs
g_debug_physcannon
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
game_shadowcontrol_params_t
gamestats
gamestats.dat
gamestats.log
gameui_activate
gameui_activated
gameui_allowescapetoshow\n
gameui_hidden
gameui_preventescapetoshow\n
generic
gesture
getpos
gff=
gfff
gffff.
gfx/vgui/hl2mp_logo
gfx/vgui/round_corner_ne
gfx/vgui/round_corner_nw
gfx/vgui/round_corner_se
gfx/vgui/round_corner_sw
gfx/vgui/solid_background
gfx/vgui/trans_background
gl_can_query_fast
gl_clear
gl_clear_randomcolor
global %s
global center point
global normal
global origin
globalname
gravity
greaterVar
grenade
group id
groupName
growth time
guid
gunhair
gunshotsplash
hEntity
halfhealth
halfwidth
handle
handle %u
hash
head
head_pitch
head_yaw
header
headerSize
heading
headlight
health
height
hfffff.
hide_freezepanel
hidehud
hidepanel
hintmessage
history_gap
hitbox
hitbox scale
hl2_episodic
hl2_gamerules
hl2_gamerules_data
hl2mp_gamerules
hl2mp_gamerules_data
hlpd
hltv_cameraman
hltv_changed_mode
hltv_changed_target
hltv_chase
hltv_chat
hltv_fixed
hltv_message
hltv_status
hltv_title
hold
host_thread_mode
host_timescale 0
host_timescale 0.0001
hostip
hostname
hostport
htmlpopupchild
http://
https://
hud/leaderboard_dead
hud_autoaim_method
hud_autoaim_scale_icon
hud_autoreloadscript
hud_centerid
hud_deathnotice_time
hud_draw_active_reticle
hud_draw_fixed_reticle
hud_drawhistory_time
hud_fastswitch
hud_freezecamhide
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_showtargetid
hud_takesshots
iCollide
i]Wb
ico_friend_indicator_avatar
icon
iconColor
iconImage
icon_height
icon_inset
icon_tall
icon_texture
icon_wide
icon_width
icon_xpos
icon_ypos
icons
ideal angles
identical
if_vr
iff.
iffffff.
ignite
ignorePhonemes
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 101
in :%4i   %2.2f k/s 
in_graph
in_jlook
in_usekeyboardsampletime
index
indexedBase
indexedDelta
indexindex
inertia
inertiaScale
ineye
influence
info
info_ladder_dismount
infocus_bgcolor_override
initialValue
initial_particles
initializers
inner_cone_angle
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)
inspect
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
invert absolute value
invnext
invprev
ishltv
isredirect
item
itemID
itemIndex
item_flags
item_spacing
item_tall
item_wide
iterate_players
iterate_team
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_inverty
joy_inverty_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_vehicle_turn_lowend
joy_vehicle_turn_lowmap
joy_virtual_peg
joy_wingmanwarrior_turnhack
joy_xcontroller_cfg_loaded
joy_xcontroller_found
joy_yawsensitivity
joy_yawsensitivity_default
joy_yawthreshold
joyadvancedupdate
joystick
jump
kAL\
kAP\
kBL\
kBP\
kCD\
kE\f8
kF4\
kGPDi
kM\f,1
kR4\
keyboardFocusColor_override
keyboardinputenabled
keyframe
keymappingindex
keynameindex
keys
keyvalues2
keyvalues2_flat_v1
keyvalues2_v1
kill particle on collision
killer
kochanek
kochanek_early
kochanek_late
ku\fD
ku\fT
l3\fA
label
labelText
ladder
lampbeam_IMaterialProxy003
lamphalo_IMaterialProxy003
landmarkModelSpace
lastBarWidth
lastinv
layout
left
left eye
leftText
left_
leftedge
length
length fade in time
length_max
length_min
length_random_exponent
lengthprop%d
lengthproxy
lerp to CP radius speed
lerp: %5.1f ms
lessEqualVar
lfff.
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
lights
linearOffsetX
linear_interp
linegap
linespacing
load animation from file
locBody
locHeader
local space CP
localdata
localize
localplayer
localplayer_visionflags
localplayerweapon
localteam
location
lock rotation
lock to bone
lock to saved position along path
lockbodyfacing
lod_TransitionDist
logo
logo2
logotime
lookat
lookspring
lookstrafe
loop
loopcount
loss:%3i    choke: %2i 
lostcoast
lowResImageFormat
lowResImageHeight
lowResImageSample
lowResImageWidth
m_Activity
m_AmbientLight.m_flIntensity
m_AmbientLight.m_vColor
m_AmbientLight.m_vPos
m_Ammo2Color
m_AnimOverlay
m_AttackPaused
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_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_NameFont
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_attachedAnglesPlayerSpace[0]
m_attachedAnglesPlayerSpace[1]
m_attachedAnglesPlayerSpace[2]
m_attachedPositionObjectSpace
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_bAltFiresUnderwater
m_bAlternateFOV
m_bAlternateSorting
m_bAnimate
m_bAnimatedEveryTick
m_bAttachSatchel
m_bAttachTripmine
m_bAutoAimTarget
m_bAutoCountdown
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_bCavernBreed
m_bCheatsEnabledDuringLevel
m_bClearReload
m_bClientSideAnimation
m_bClientSideFrameReset
m_bColdWorld
m_bConnected
m_bConnected[0]
m_bConstrainBetweenEndpoints
m_bControlPoint1
m_bControlPointsReset
m_bCountdownStarted
m_bCustomColors
m_bDamaged
m_bDelayedFire1
m_bDelayedFire2
m_bDelayedReload
m_bDetonatorArmed
m_bDisableManipulation
m_bDisableShadows
m_bDisabled
m_bDisplayPerf
m_bDisplayReticle
m_bDoImpacts
m_bDoTracers
m_bDontRemove
m_bDormant
m_bDrawViewmodel
m_bDucked
m_bDucking
m_bEmit
m_bEnableShadows
m_bEnabled
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_bGuiding
m_bHackedByAlyx
m_bHasGun
m_bHeadlightIsOn
m_bHeld
m_bHideCrosshair
m_bHideGuiding
m_bHillIsDownhill
m_bHillIsDownhill[0]
m_bImportanRagdoll
m_bImportant
m_bInCaptureWatchState
m_bInCavern
m_bInDuckJump
m_bInMiniRound
m_bInMiniRound[0]
m_bInOvertime
m_bInReload
m_bInSetup
m_bInSkybox
m_bInWaitingForPlayers
m_bInZoom
m_bInitialStateUpdate
m_bInterpolationWrap
m_bIsActive
m_bIsBlack
m_bIsBlue
m_bIsBroken
m_bIsDisabled
m_bIsLive
m_bIsMoving
m_bIsOn
m_bIsOpen
m_bIsPlayerSimulated
m_bIsPlayingBack
m_bIsYesNoVote
m_bLanded
m_bLaunched
m_bLaunchedFromWithinWorld
m_bLight
m_bLightOnlyTarget
m_bLightWorld
m_bMagnetOn
m_bMeasurePerf
m_bMegaPhysgun
m_bMultiplayer
m_bMultipleTrains
m_bMustReload
m_bNeedDetonatorDraw
m_bNeedDetonatorHolster
m_bNeedPump
m_bNeedReload
m_bNewAnimCommandsSemaphore
m_bNoListRepeats
m_bOn
m_bOpen
m_bPaused
m_bPerformAvoidance
m_bPlayerReady
m_bPlayerReady[0]
m_bPlayingMiniRounds
m_bPoisoned
m_bPoseValueParity
m_bPowerDown
m_bPropFlare
m_bRedraw
m_bReleaseRagdoll
m_bReloadsSingly
m_bRemoveable
m_bRightJustify
m_bSendHandle
m_bSendHandle: %d, m_Handle.Get: 0x%p\n
m_bShowColumns
m_bShowInHUD
m_bShowTimeRemaining
m_bSimulatedEveryTick
m_bSmoke
m_bSpeedModActive
m_bSprayOn
m_bStartDark
m_bStartFramed
m_bStartPaused
m_bState
m_bStickyAutoAim
m_bStopWatch
m_bStopWatchTimer
m_bSwitchedTeamsThisRound
m_bTeamCanCap
m_bTeamCanCap[0]
m_bTeamPlayEnabled
m_bTeamReady
m_bTeamReady[0]
m_bThrowSatchel
m_bTimerPaused
m_bTrackAlarm
m_bTrackAlarm[0]
m_bUnableToFire
m_bUniformTriggerBloat
m_bUseCustomAutoExposureMax
m_bUseCustomAutoExposureMin
m_bUseCustomBloomScale
m_bUseHitboxesForRenderBox
m_bUseParentBG
m_bUseParticle
m_bUseScreenAspectRatio
m_bUseScriptBGColor
m_bValid
m_bValid[0]
m_bVisibleLaserDot
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_fCycleFrequency
m_fDecay
m_fDisappearDist
m_fDrawbackFinished
m_fEffects
m_fEndWidth
m_fFModAmplitude
m_fFModRate
m_fFModTimeOffset
m_fFadeLength
m_fFireDuration
m_fFlags
m_fHaloScale
m_fHeight
m_fInterpolationTime
m_fIsRunning
m_fIsSprinting
m_fIsWalking
m_fLife
m_fLockedPoints
m_fMass
m_fMaxRange1
m_fMaxRange2
m_fMaxSlideTime
m_fMinRange1
m_fMinRange2
m_fMinSlideTime
m_fNoise
m_fOnTarget
m_fPoseValue
m_fRadius
m_fScale
m_fScreenFlags
m_fSpeed
m_fSquadInFollowMode
m_fStartFrame
m_fTime
m_fWidth
m_fadeMaxDist
m_fadeMinDist
m_filter
m_flAccuracyPenalty
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_flCountdownTime
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_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_flItemFadeInTime
m_flItemFadeOutTime
m_flItemHiddenTime
m_flJumpTime
m_flLabelSizePercentage
m_flLaggedMovementValue
m_flLargeBoxTall
m_flLargeBoxWide
m_flLastAttackTime
m_flLastTime
m_flLaunchHeight
m_flLaunchTime
m_flLazyCapPerc
m_flLazyCapPerc[0]
m_flLifeTime
m_flLifespan
m_flLifetime
m_flLightFOV
m_flLightScale
m_flLineHeight
m_flMagnitude
m_flMapResetTime
m_flMaxDamage
m_flMaxDeathNotices
m_flMaxFrame
m_flMaxGustDelay
m_flMaxOccludeeArea
m_flMaxPitch
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_flNextSoundTime
m_flNodeHillData
m_flNodeHillData[0]
m_flOldForwardMove
m_flOpenCloseTime
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_flRecedeTime
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_flSoonestPrimaryAttack
m_flSpawnRadius
m_flSpawnRate
m_flSpawnTime
m_flSpeed
m_flSpread
m_flSpriteFramerate
m_flSpriteScale
m_flStartRadius
m_flStartScale
m_flStartSize
m_flStartTime
m_flStartWidth
m_flStartWidthVariance
m_flStartupTime
m_flStateTransitionTime
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_flTimerEndTime
m_flTotalProgress
m_flTotalTime
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_hAttachedObject
m_hAttachedToEntity
m_hAttacker
m_hAutoAimTarget
m_hCameraEntity
m_hConstraintEntity
m_hControlPointEnts
m_hControlPointEnts[0]
m_hEffectEntity
m_hEndPoint
m_hEnt
m_hEntAttached
m_hGroundEntity
m_hIconFont
m_hInflictor
m_hItemFont
m_hItemFontPulsing
m_hLadder
m_hLastWeapon
m_hLightingLandmark
m_hLightingOrigin
m_hLightingOriginRelative
m_hMissile
m_hMyWeapons
m_hMyWeapons[0]
m_hNetworkMoveParent
m_hNumberFont
m_hNumberGlowFont
m_hObserverTarget
m_hOriginalLauncher
m_hOwner
m_hOwnerEntity
m_hPlayer
m_hPlayerOwner
m_hProps
m_hProps[0]
m_hRagdoll
m_hSmallNumberFont
m_hStartPoint
m_hTarget
m_hTargetEnt
m_hTargetEntity
m_hTextFont
m_hThrower
m_hUnragdoll
m_hUseEntity
m_hVehicle
m_hViewModel
m_hViewModel[0]
m_hViewPosition
m_hWeapon
m_hZoomOwner
m_iAccountID
m_iAccountID[0]
m_iActiveIssueIndex
m_iAmmo
m_iAmmoID
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_iBlendMode
m_iBonusChallenge
m_iBonusProgress
m_iBorderBottom
m_iBorderCenter
m_iBorderLeft
m_iBorderRight
m_iBorderTop
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_iEFlags
m_iEffectIndex
m_iEffectName
m_iEndAttachment
m_iEntIndex
m_iFOV
m_iFOVStart
m_iFrameEnd
m_iFrameStart
m_iFrictionAnimState
m_iGustDirChange
m_iHealth
m_iHealth[0]
m_iHideHUD
m_iIconTall
m_iIconWide
m_iIconX
m_iIconY
m_iInitialWindDir
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_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_iPlayer
m_iPlayerSoundType
m_iPreviousPoints
m_iPreviousPoints[0]
m_iPrimaryAmmoCount
m_iPrimaryAmmoType
m_iRightY
m_iRopeMaterialModelIndex
m_iRoundState
m_iRoundsWon
m_iScore
m_iScoreWidth
m_iScore[0]
m_iSecondaryAmmoCount
m_iSecondaryAmmoType
m_iSeed
m_iShots
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_iTrainSpeedLevel
m_iType
m_iUpdateCapHudParity
m_iUserID
m_iUserID[0]
m_iViewModelIndex
m_iWarnOnCap
m_iWarnOnCap[0]
m_iWeaponIndex
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_limitedcapture_workaround
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_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_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_nNumCappers
m_nNumHigh
m_nNumNodeHillData
m_nNumNodeHillData[0]
m_nNumShotsFired
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_nRoundsPlayed
m_nScannerDisabledVehicle
m_nScannerDisabledWeapons
m_nSceneStringIndex
m_nSegments
m_nSequence
m_nSetupTimeLength
m_nShadowQuality
m_nShotsFired
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_nTimerInitialLength
m_nTimerLength
m_nTimerMaxLength
m_nTopOffset
m_nTrailLength
m_nType
m_nVerticalSize
m_nViewModelIndex
m_nVoteOptionCount
m_nVoteOptionCount[0]
m_nWaterLevel
m_nWaterType
m_netLookupFilename
m_next
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_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_szTeamname
m_tSlamState
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_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_vecLaserDot
m_vecLastEyePos
m_vecLastEyeTarget
m_vecLean
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_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
maintain position along path
male
mapinfo
mapname
maps/%s.txt
maps/%s_particles.txt
maps/default.txt
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/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
max scale factor for mapping cp velocity to particle velocity
max scale factor for particle velocity along path
maxAngular
maxAttachmentSpeed
maxDampAngular
maxDampSpeed
maxDistance
maxEndAlpha
maxEndSize
maxLifetime
maxRandomFactor
maxRandomSpeed
maxRoll
maxRollSpeed
maxSpeed
maxStartAlpha
maxStartSize
maxStartValueDelta
maxVal
max_particles
max_pitch
max_val
maxchars
maximum distance
maximum distance end
maximum distance middle
maximum draw distance
maximum emission per frame
maximum end control point
maximum end control point for cylinder
maximum points to cache
maximum sim tick rate
maximum speed
maximum time step
maximum trace length
maximum velocity
maxs
mean
medi
media/
melee_hit
melee_hit_world
melee_miss
menu_label
menuselect %d\n
message
messagemode
messagemode2
messagemode3
mfff.
mffff.
mid point position
min force
min length
min scale factor for mapping cp velocity to particle velocity
min scale factor for particle velocity along path
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
model_pos
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/weapons/rifleshell.mdl
models/weapons/shell.mdl
models/weapons/shotgun_shell.mdl
modified
modifiedint_high
modifiedint_low
monitor
motd_text
motiondisabled
mouseOverImage
mouseinputenabled
mouth
move_x
move_yaw
movecollide
moveparent
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_stalemate_meleeonly
mp_teams_unbalance_limit
mp_timelimit
mp_tournament
mp_tournament_post_match_period
mp_usehwmmodels
mp_usehwmvcds
mp_winlimit
msg_fallback
mtlName
multiplayer_break
muzzle_embers
muzzleflash_light
nK$f
nM(f
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
never_draw
newPanel
newmode
newname
newsubpage
next
nextShake
next_target
nextfadetime
nfffff.
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
numflexsettings
numindexes
numkeys
numsettings
o@11CHudMessage
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
open_charinfo_backpack
open_charinfo_direct
operator end fadein
operator end fadeout
operator fade oscillate
operator start fadein
operator start fadeout
operators
option_duck_method
option_duck_method_default
options
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
outer_cone_angle
outoffocus_bgcolor_override
output control point
output field
output is scalar of initial random range
output maximum
output minimum
overlay_vars
overlays
overview
overview_alpha
overview_health
overview_locked
overview_mode
overview_names
overview_tracks
overview_zoom
p09t
p?N21PrecachePrecipitation20ClientEffectRegisterE
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
paste
pausebetweenwaves
perfdata
performlayout
perfvisualbenchmark
perfvisualbenchmark_abort
permitresponses
phonemedelay
phonemefilter
phonemes
phonemes_strong
phonemes_weak
phonemesnap
phys_pushscale
phys_swap
physcannon_ball_cone
physcannon_chargetime
physcannon_cone
physcannon_maxforce
physcannon_maxmass
physcannon_mega_enabled
physcannon_minforce
physcannon_pullforce
physcannon_tracelength
physcannonfire
physdamagescale
physgun_interactions
physicsmode
pin_corner_to_sibling
pin_to_sibling
pin_to_sibling_corner
ping
ping_width
pistolpax
pistolpay
pitch
pitch_velocity_decay
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_client
player_death
player_disconnect
player_hintmessage
player_info_s
player_limit_jump_speed
player_pickup
player_squad_transient_commands
player_team
player_throwforce
playercombo
playerlabel
playermodel
playername
playerresource
players
playgamesound
playlooping
playoverscript
playrandom
playsound
playsoundscape
playtime
playvideo
playvideo_exitcommand
plushair
point
point0
point1
pos:  %.02f %.02f %.02f
pose_parameters
position
positionImage
position_offset_random
position_warp_random
position_within_box
position_within_sphere
positionoverride
postdata
postion_lock_to_controlpoint
posx
posy
posz
potentialVotes
potterywheelpanelwireframe
pred error %6.3f units (%6.3f %6.3f %6.3f)
predictable_id
predicted
predicted_viewmodel
prefix
preloadDataSize
prepend
presence
preserveAspectRatio
pressedImage
prevProgress
prev_target
preventNameBasedLookup
previous
primary_ammo
print soundscapes
printname
progress
prop_data
prop_dynamic_override
prop_physics_multiplayer
prop_physics_override
proportional 0/1
proportionalToParent
proportional_float
proportional_height
proportional_int
proportional_width
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
qangle
qangle_array
qfff.
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
r-ffff.
r4fffff.
r4ffffff.
rCf.
rD9zH}S
rJf.
rUf.
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_drawtracers
r_drawtracers_firstperson
r_drawtranslucentrenderables
r_drawtranslucentworld
r_drawviewmodel
r_drawworld
r_dynamic
r_entityclips
r_eyeglintlodpixels
r_eyegloss
r_eyemove
r_eyes
r_eyeshift_x
r_eyeshift_y
r_eyeshift_z
r_eyesize
r_eyewaterepsilon
r_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_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_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
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
recedetime
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
reset view angles!
resfile
resource/ChatScheme.res
resource/ClientScheme.res
resource/CombinePanelScheme.res
resource/LoadingDiscPanel.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/icon_file
resource/icon_folder
resource/icon_folder_selected
resource/icon_folderup
resource/icon_newfolder
resource/icon_play_once
resource/layout/htmlfindbar.layout
resource/maphtml/%s_%s.html
resource/maphtml/%s_english.html
restart behavior (0 = bounce, 1 = loop )
result
resultVar
resumecondition
reverse warp (0/1)
rgffffff.
righ
right eye
rightText
right_
rightedge
rndwave
rope_averagelight
rope_collide
rope_rendersolid
rope_shake
rope_smooth
rope_smooth_enlarge
rope_smooth_maxalpha
rope_smooth_maxalphawidth
rope_smooth_minalpha
rope_smooth_minwidth
rope_solid_maxalpha
rope_solid_maxwidth
rope_solid_minalpha
rope_solid_minwidth
rope_subdiv
rope_wind_dist
ropes
rotateVar
rotate_rate(dps)
rotation
rotation_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
rtff.
rule
ruledata
rumble
runevent
runeventchild
s(BA
s.ffffff.
samples_use_time
saveentityindex
say_party
say_team
sc_look_sensitivity_scale
sc_pitch_sensitivity
sc_pitch_sensitivity_default
sc_show_binding_panel
sc_status
sc_yaw_sensitivity
sc_yaw_sensitivity_default
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
screenshake_t
screenshot
screenx
screeny
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
scrolltime
sdl_displayindex
second input control point
second sequence animation rate
second_sequence_random
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
setinputenabled
setpos
setpos_exact
settingindex
settingscombo
settitlebarvisible
setvisible
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
shotgunpax
shotgunpay
shotgunsax
should_never_see_this
show_avatar
show_columns
show_dead_icon
show_freezepanel
show_friend
show_quest_log
show_voice_icon
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_max_357
sk_max_alyxgun
sk_max_ar2
sk_max_ar2_altfire
sk_max_buckshot
sk_max_crossbow
sk_max_gauss_round
sk_max_grenade
sk_max_pistol
sk_max_rpg_round
sk_max_smg1
sk_max_smg1_grenade
sk_max_sniper_round
sk_npc_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_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
skf.
skin
skip_autoresize
sky_urb01
slam
slideshow_display_screen
slime_splash_01
slime_splash_02
slime_splash_03
slot0
slot1
slot10
slot2
slot3
slot4
slot5
slot6
slot7
slot8
slot9
smal
small
smallcheckimage
smokeTrail
smoothstairs
snap
snapto
snd_soundmixer
snowfall
solid
some shadow stuff
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
spark1a
spark1b
spark2a
spark2b
spark3a
spark3b
spark4a
spark4b
spark5a
spark5b
spark6a
spark6b
spark7a
spark7b
spark8a
spark8b
spark9a
spark9b
sparkrear
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
spot
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/blueflare1.vmt
sprites/blueglow1.vmt
sprites/bluelaser1
sprites/bubble.vmt
sprites/flamelet%d
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare6
sprites/glow01.vmt
sprites/glow04_noz
sprites/heatwave
sprites/laserbeam.vmt
sprites/laserdot.vmt
sprites/lgtning.vmt
sprites/light_glow02_add
sprites/light_glow02_add.vmt
sprites/light_glow02_add_noz
sprites/light_glow02_add_noz.vmt
sprites/light_glow02_noz.vmt
sprites/muzzleflash4.vmt
sprites/orangecore1
sprites/orangecore2
sprites/orangeflare1
sprites/orangelight1
sprites/orangelight1.vmt
sprites/orangelight1_noz
sprites/orangelight1_noz.vmt
sprites/physbeam.vmt
sprites/physcannon_bluelight2
sprites/plasmaember
sprites/redglow1
sprites/redglow1.vmt
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
starting control point for cylinder
startwidth
startx
starty
startz
state
static_icon
static_text
staticsolid
status
stay_armed_on_click
stayselectedonclick
steam://
steamid
stick
stop
stop_taunt
stop_watch_changed
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_alltalk
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_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_wateraccelerate
sv_waterdist
sv_waterfriction
syff.
synctofollowinggesture
szName
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t!ffff.
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t"9N
t#ffffff.
t#kM
t$F;u
t$H9
t$fff.
t$fffff.
t$kM
t%93u
t%fffff.
t&ffffff.
t'ff.
t(B9
t(fff.
t*Ff
t*fffff.
t*kF
t+ff.
t+ffffff.
t-ffff.
t/N9
t/ffffff.
t1G9
t2Gf
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t3B9
t4O1
t4fffff.
t4ffffff.
t5@fffff.
t7G9
t8l1
t9@t
t=C1
t>A9
t@ff.
tBf.
tC;u
tC\vu
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tDfff.
tGffff.
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tKff.
tMA9
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tQ;Z\
tQF9
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tYG9
tYf.
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tZAff
t\fA1
t\fB9
t\fF;u
t\ff.
t\fff.
t\n9y
t\n9y,u
t\nB9
t\nF9
t\nG9
t\t9y
t\t9y,
t\tC1
t\tC9
t\tF9
t\tkE
t\vA9
t\vB9
t^9T>
t^9y,uY
t_9y
t_ffff.
ta98
tabPosition
tabposition
tags
tall
target
target1
target2
targetPosition
targetRotation
taunt
team
team_round_timer
teamchange_button
teamplay_broadcast_audio
teamplayroundbased_gamerules_data
teffffff.
teleportDistance
teleport_countdown_screen
temp
temp/%s
temp/%s.wav
temporary ent model invalid\n
test label
test view animation
test_freezeframe
testhudanim
texel_size
text
text2_gap
text2_xpos
text2_ypos
textAlignment
textHidden
text_inset
text_xgap
text_xpos
text_ygap
text_ypos
textfile
textinsetx
textinsety
texture
textureScale
textureScrollAngle
textureScrollRate
textureScrollVar
texture_scroll_rate
textureid
textwindow_temp.html
tf2_feetyawrunscale
tf_arena_max_streak
tf_arena_preround_time
tf_arena_round_time
tf_arena_use_queue
tf_beta
tf_debug_tabcontainer
tg9]
theta
think_limit
thirdperson
thirdperson_mayamode
thirdperson_platformer
thirdperson_screenspace
thumbwidth
thumperdust
tiG;}
tifffff.
tileHorizontally
tileImage
tileVertically
time
time coordinate offset
time noise coordinate scale
time to sleep when not drawn
timeOffset
tint clamp max
tint clamp min
tint control point
tint update movement threshold
tint_perc
title
title_font
title_half
title_life
titlebarbgcolor_override
titlebardisabledbgcolor_override
titlebardisabledfgcolor_override
titlebarfgcolor_override
titlelabel
titlepage
titletextinsetX
titletextinsetY
tjF9
tlpd
tnF;
tnfff.
toA9
toggle
toggleShouldWrap
toggleTextureFrameNumVar
toggleTextureVar
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
traillength
translateVar
travel time
true
tsffffff.
tuff.
tv_transmitall
twB9
twist around axis
twist axis
type
typedata
t{9|0
u*B9
u+ffff.
u0fffff.
u6C1
u89v\fu3
uA9E
uE@9E
uGG9
uLB9U
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uOH+G 
uQH+G 
uRH+G 
u\f93u\f
u\f94
u\f97u
u\f9u
u\fF1
u\fH9
u\fs3
u\ftH
u\fu0
u\fu7
u\fuN
u\fuV
u\fuY
u\fua
u\n9D
u\n9L
u\n9t
u\r9q
u\t9M
u\v9D
u\v9L
ufff.
ugB9U
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
unlitgeneric
unload
unnamed
unspecified
update particle life time
updaters
url 
usage:  cc_emit tokenname\n
usage:  cc_findsound 'substring'\n
use animation rate as FPS
use existing particle count
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_action_slot_item
use_particle
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
uwkF
v!B9
v(9M
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
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
velocity
velocity scale
velocityX
velocityY
velocityZ
velocity_random
velx
vely
velz
version
vff.
vfff.
vgui
vgui/
vgui/%s/%s
vgui/black
vgui/hud/800corner1
vgui/hud/800corner2
vgui/hud/800corner3
vgui/hud/800corner4
vgui/hud/autoaim
vgui/hud/icon_commentary
vgui/hud/xbox_reticle
vgui/inworldui
vgui/inworldui_opaque
vgui/thumbnails_safezone
vgui/white
vgui/white_additive
vgui/zoom
vgui::
vgui::Button
vgui::CheckButton
vgui::EditablePanel
vgui::Frame
vgui::HFont
vgui::HTML
vgui::Label
vgui::Panel
vgui::RichText
vgui_cache_res_files
vgui_controls is missing a required interface!\n
vgui_nav_lock
vgui_nav_lock_default_button
vgui_screen
vgui_screen_panel
vguicancel
vh9~ rc
view angles
view model effect
viewangleanim
viewanim_addkeyframe
viewanim_create
viewanim_load
viewanim_reset
viewanim_save
viewanim_test
viewcombo
viewmodel
viewmodel_fov
viewsource
violence_ablood
violence_agibs
violence_hblood
violence_hgibs
virtualterrain
visible
vmtPicker
voice
voice/icntlk_pl
voice_ban.dt
voice_clientdebug
voice_gogogo
voice_help
voice_icon_tall
voice_icon_wide
voice_icon_xpos
voice_icon_ypos
voice_medic
voice_modenable
voice_modenable 1
voice_moveup
voice_player
voice_self
voice_spy
voice_thanks
voice_uberready
voicemenu 0 0
voicemenu 0 1
voicemenu 0 2
voicemenu 0 3
voicemenu 1 1
voicemenu 1 7
voicemenu 2 0
voicerecord
volume
vortigaunt_beam
vortigaunt_beam_charge
vortigaunt_charge_token
vortigaunt_hand_glow
vote
vote option1
vote option2
vote option3
vote option4
vote option5
vote_cast
vote_changed
vote_option
vote_option3
vote_option4
vote_option5
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
vt9H ro
vt9~ ro
w0;w
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w@C1
w\ffff.
w\fu1
wade
warp
warp max
warp min
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_hl2mp_base
weapon_physcannon
weapon_pistol
weapon_rpg
weapon_s
weapon_selection
weapon_shotgun
weapon_slam
weapon_small
weapon_smg1
weapon_stunstick
weapons
weaponscripts
weight
west
whether to use new detail sprite system
wide
width
wireframe
wn>Jj
world
world geometry
world time noise coordinate scale
world_interactions
worldmodel
wrap
x(9pX~#
x)9D
x/9w
x9Ke0BY7
xLF1
xV4b?
xY\nm
x\v9z
xg;E
xlook
xmove
xpos
y(9q0|
yD+y<
yE>21CUtlCStringConversion
y_increment
yaw_initial
yaw_offset_max
yaw_offset_min
yaw_random_exponent
yaw_rate_degrees
yaw_rate_min
yaw_stop_time
yaw_velocity_decay
yffffff.
ypos
yxxx
zT?g
z\fffff.
zoom
zoom_autoaim
zoom_sensitivity_ratio
zpos
zt?13C_BaseGrenade
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}\fffff.
}\fffffff.
}\fkuA
}\flu3
~!ffff.
~#ffff.
~-Gffff.
~.fffff.
~1fff.
~5Gf
~@ffffff.
~DN1
~Hffff.
~Ifff.
~Jffff.
~KGffffff.
~Lfff.
~Mffffff.
~Tffff.
~Yfff.
~ZGffff.
~cfffff.
~jffff.
~rGf
~|Nffff.
