// Player convars
cl_autoreload "1" // (def. "0" ) If set to 1, weapons with clips will automaticlly reload
cl_ejectbrass "0" // (def. "1" ) If set to 0, disables shell ejection
cl_burninggibs "0" // (def. "0" ) If set to 1, enables a burning player that gibs to have burning gibs
cl_ragdoll_collide "0" // (def. "0" ) If set to 1, enables collision detection between character models when they die so they don't overlap
cl_ragdoll_fade_time "0" // (def. "15" ) Sets the time, in seconds, for how long corpses stay on the ground
cl_ragdoll_forcefade "1" // (def. "0" ) If set to 1, makes ragdolls disappear after cl_ragdoll_fade_time value
cl_ragdoll_physics_enable "0" // (def. "1" ) If set to 0, disables death animation (causes ragdolls to stand in place)
flex_smooth "0" // (def. "1" ) If set to 1, enables smoothing/decay curve to flex animation controller changes (better animation)
g_ragdoll_fadespeed "0" // (def. "600" ) Sets how fast player models fade from view
g_ragdoll_important_maxcount "0" // (def. "2" ) Sets how many important ragdolls are allowed to be shown?
g_ragdoll_maxcount "0" // (def. "8" ) Sets how many ragdolls are allowed to be shown
mat_disablehwmorph "0" // (def. "0" ) If set to 1, disables hardware based morphing on some models
mp_usehwmmodels "1" // (def. "0" ) If set to -1, disables the use of the hw morph models (higher res face textures) on low end cards (-1=never 1=always 0=based upon GPU)
mp_usehwmvcds "1" // (def. "0" ) If set to -1, disables the use of the hw morph vcd(s) (higher res animations) on low end cards (-1=never 1=always 0=based upon GPU)
ragdoll_sleepaftertime "0" // (def. "5" ) Sets the time, in seconds, for how long the ragdoll animation lasts (if ragdolls are freezing where they die, set a slighty higher value than 0)
// r_drawviewmodel "1" // (def. "1" ) If set to 0, disables weapon model rendering
r_eyes "1" // (def. "1" ) IF set to 0, disables eye rendering (LEAVE ENABLED)
r_eyegloss "0" // (def. "1" ) If set to 0, disables eye gloss effect
r_eyemove "1" // (def. "1" ) If set to 0, disables eye movement
r_flex "1" // (def. "1" ) If set to 0, disables mouth movement
r_shadowmaxrendered "0" // (def. "32" ) Sets how many player shadows can be rendered at any one time
r_teeth "1" // (def. "1" ) If set to 0, disables teeth rendering
// viewmodel_fov "65" // (def. "54" ) Sets the fov of the weapon (if enabled)
// Rope convars
r_ropetranslucent "0" // (def. "1" ) If set to 1, enables translucent lighting effects on ropes
rope_averagelight "0" // (def. "1" ) If set to 1, enables average of cubemap lighting instead of max intensity on ropes
rope_collide "0" // (def. "1" ) If set to 1, enables rope collisions
rope_rendersolid "0" // (def. "1" ) If set to 1, enables rendering of ropes and cables
rope_shake "0" // (def. "1" ) If set to 1, enables rope movement in wind
rope_smooth "0" // (def. "1" ) If set to 1, enables antialiasing effect on ropes
rope_smooth_enlarge "0" // (def. "1.4" ) Sets how much to enlarge ropes for antialiasing
rope_smooth_maxalphawidth "0" // (def. "1.75" ) Sets the maximum alpha width for rope antialiasing
rope_subdiv "0" // (def. "2" ) Sets the maximum rope subdivision amount for anti-aliasing (2/4/8)
rope_wind_dist "0" // (def. "1000" ) Sets the distance when the game stops applying wind effects to ropes
// Sound convars
dsp_enhance_stereo "0" // (def. "0" ) If set to 1, enables stereo effect enhancements (slight performance cost)
dsp_slow_cpu "1" // (def. "0" ) If set to 1, enables reduction in dsp sound effect quality (helps with very slow CPUs)
dsp_water "1" // (def. "14" ) If set to 1, disables under water sound effects
phonemedelay ".04" // (def. "0" ) Sets the phoneme delay to account for sound system latency?
phonemefilter "0.4" // (def. "0.8" ) Sets the time duration of box filter to pass over phonemes?
phonemesnap "1" // (def. "2" ) Sets the Lod at level at which visemes stops always considering two phonemes regardless of duration? (1=don't force blend)
snd_async_fullyasync "1" // (def. "0" ) If set to 1, enables all playback to be fully async (sound doesn't play until data arrives - enabling may reduce stuttering)
snd_async_minsize "262144" // (def."262144") Sets the memory buffer, in bytes, for async sound playback? (not the cache)
snd_async_spew_blocking "1" // (def. "0" ) If set to 1, disables messages to console any time async sound loading blocks on file loading
snd_cull_duplicates "3" // (def. "0" ) Sets the number of duplicate sounds allowed to be played (if nonzero, enables aggressive duplicate sound culling during mixing)
snd_mixahead "0.05" // (def. "0.1" ) Sets the delay, in seconds, for sound mixing (higher=less audio stuttering, lower=better gameplay because of audio cues, 0.04=lowest value that typically gets rid of audio errors but is system dependent)
snd_musicvolume "0" // (def. "1" ) If set to 0, disables game music
snd_pitchquality "0" // (def. "1" ) If set to 0, disables more expensive pitch effects
snd_spatialize_roundrobin "1" // (def. "0" ) Sets the sound optimization for low-end computers (if nonzero, spatializes only a fraction of sound channels each frame, equal to 1/2^x of channels)
Eh could have uploaded elsewhere; blah blah didn't care enough to bother.