VerifiedAll console commandsBuild 2026.08.11.1121610.2-Rel-i343-Meteorite-2607-CU4

Engine globals

Named engine variables the console reads and writes: type the name alone to read it, or the name and a value to set it. In this build most of them are names without a variable behind them: they read as zero and ignore writes, and the console says so.

With storage
43
No storage in this build
217

With storage

These have a variable in the simulation DLL. Reading returns its current value; writing changes it.

GlobalTypeDescription
chud_debug_highlight_objectobject—
chud_debug_highlight_object_color_alphareal—
chud_debug_highlight_object_color_bluereal—
chud_debug_highlight_object_color_greenreal—
chud_debug_highlight_object_color_redreal—
debug_duckersboolean—
debug_sound_enable_multithreadedboolean—
debug_sound_listenersboolean—
disable_expensive_physics_rebuildingboolean—
effects_corpse_nonviolentboolean—
material_culling_enabledboolean—
minimum_havok_biped_object_accelerationreal—
minimum_havok_object_accelerationreal—
prune_error_geometryboolean—
prune_globalboolean—
prune_global_dialog_soundsboolean—
prune_global_keep_playableboolean—
prune_global_material_effectsboolean—
prune_scenario_add_single_bsp_zonesboolean—
prune_scenario_for_environment_editingboolean—
prune_scenario_for_environment_editing_keep_cinematicsboolean—
prune_scenario_for_environment_editing_keep_sceneryboolean—
prune_scenario_for_environment_finishingboolean—
prune_scenario_for_environment_pathfindingboolean—
prune_scenario_force_single_bsp_zone_setboolean—
prune_scenario_use_gray_shaderboolean—
pruning_keep_scriptsboolean—
render_far_clip_distancereal—
render_lightmap_shadowsboolean—
render_near_clip_distancereal—
render_rainboolean—
render_screen_flashesboolean—
render_tessellated_meshboolean—
render_water_interactionboolean—
render_water_refractionboolean—
render_water_tessellatedboolean—
sound_enable_expensive_obstructionboolean—
sound_enable_new_obstruction_collisionboolean—
survival_performance_modeboolean—
texture_camera_exposurereal—
texture_camera_illum_scalereal—
texture_camera_near_planereal—
variant_culling_enabledboolean—

No storage in this build

The name survives in the globals array, but its storage pointer is null. The classic cheats are all here.

GlobalTypeDescription
allow_all_sounds_on_playerboolean—
cheat_bottomless_clipbooleanWeapons never need reloading.
cheat_bump_possessionboolean—
cheat_chevybooleanVehicles run like they used to.
cheat_controllerboolean—
cheat_deathless_playerbooleanPlayers cannot die.
cheat_infinite_ammobooleanWeapons never run out of ammunition.
cheat_infinite_equipment_energyboolean—
cheat_inhibit_input_only_when_activatingboolean—
cheat_jetpackbooleanHolding jump keeps the player airborne.
cheat_medusabooleanAI dies as soon as it sees the player.
cheat_omnipotentbooleanEvery shot the player fires kills.
cheat_porcupineboolean—
cheat_reflexive_damage_effectsboolean—
cheat_super_jumpbooleanJumps go much higher.
cheat_valhallaboolean—
chud_debug_animation_speedreal—
chud_debug_crosshairboolean—
chud_debug_gridboolean—
chud_debug_messagesboolean—
chud_debug_metagameboolean—
chud_debug_reticle_radiusreal—
chud_enabledboolean—
collision_damage_debugboolean—
collision_log_detailedboolean—
collision_log_extendedboolean—
collision_log_renderboolean—
collision_log_timeboolean—
collision_log_totals_onlyboolean—
debug_acousticsboolean—
debug_animation_assassination_selectionboolean—
debug_animation_blend_test_horizontalreal—
debug_animation_blend_test_parent_relativeboolean—
debug_animation_blend_test_verticalreal—
debug_animation_camera_offset_disableboolean—
debug_animation_fik_correction_enableboolean—
debug_animation_fik_subframe_precision_enableboolean—
debug_animation_footlock_disableboolean—
debug_animation_footlock_drawboolean—
debug_animation_footlock_draw_contactboolean—
debug_animation_footlock_draw_displacementboolean—
debug_animation_footlock_draw_fittedboolean—
debug_animation_footlock_draw_grid_samplingboolean—
debug_animation_footlock_draw_rawboolean—
debug_animation_footlock_draw_raycastboolean—
debug_animation_footlock_draw_turn_samplingboolean—
debug_animation_footlock_draw_turnedboolean—
debug_animation_footlock_locking_disableboolean—
debug_animation_gait_preserve_frame_ratioboolean—
debug_animation_ik_chains_disableboolean—
debug_animation_ik_sets_disableboolean—
debug_animation_maximum_channels_displayedlong—
debug_animation_move_preserve_frame_ratioboolean—
debug_animation_object_space_offset_disableboolean—
debug_animation_object_space_offset_drawboolean—
debug_animation_override_blend_channel_inputstring_id—
debug_animation_phonebooth_draw_timereal—
debug_animation_phonebooth_test_drawboolean—
debug_animation_precomputed_velocity_boundaries_disableboolean—
debug_animation_root_offset_disableboolean—
debug_animation_snap_nearest_pose_blendboolean—
debug_animation_turn_radius_drawboolean—
debug_animation_unsafe_debug_enableboolean—
debug_boarding_force_enemyboolean—
debug_camera_projectionboolean—
debug_disable_ambiant_channelboolean—
debug_disable_cinematic_channelboolean—
debug_disable_dialog_channelboolean—
debug_disable_looping_channelsboolean—
debug_disable_music_channelboolean—
debug_disable_nonlooping_channelsboolean—
debug_disable_other_channelboolean—
debug_disable_vehicle_channelboolean—
debug_disable_weapon_channelboolean—
debug_effects_allocationboolean—
debug_effects_fullboolean—
debug_effects_lightprobe_samplingboolean—
debug_effects_locationsboolean—
debug_effects_nonviolentboolean—
debug_effects_play_distancesboolean—
debug_enable_easy_weapon_down_clawboolean—
debug_enable_force_phonebooth_assassinateboolean—
debug_enable_press_to_assassinateboolean—
debug_enable_same_team_assassinateboolean—
debug_game_saveboolean—
debug_looping_soundboolean—
debug_no_frustum_clipboolean—
debug_object_dump_logboolean—
debug_object_garbage_collectionboolean—
debug_object_schedulerboolean—
debug_orbiting_camera_maximum_distance_overridereal—
debug_player_melee_attackboolean—
debug_player_respawnboolean—
debug_pose_overlay_force_interpolation_across_sphereboolean—
debug_soundboolean—
debug_sound_channel_overflowboolean—
debug_sound_channelsboolean—
debug_sound_channels_fadeoutboolean—
debug_sound_force_first_person_listenerboolean—
debug_sound_impulse_spamboolean—
debug_sound_impulse_timeboolean—
debug_sound_spatializedboolean—
debug_sound_spatialized_fadeoutboolean—
debug_survival_modeboolean—
debug_survival_mode_infinite_livesboolean—
debug_survival_mode_respawn_if_ironboolean—
debug_unit_active_camo_frequency_modulatorreal—
debug_unit_active_camo_frequency_modulator_biasreal—
debug_unit_all_animationsboolean—
debug_unit_animationsboolean—
debug_unit_illuminationboolean—
debug_vehicle_animated_trick_animation_namestring_id—
debug_vehicle_animated_trick_camera_namestring_id—
disable_analog_movementboolean—
disable_animated_source_interpolationboolean—
disable_node_interpolationboolean—
disable_player_rotationboolean—
disable_transition_animationsboolean—
effects_enableboolean—
enable_animation_influenced_flightboolean—
enable_flight_noiseboolean—
enable_pain_screen_aim_fixupboolean—
enable_pc_soundboolean—
fake_precache_percentagelong—
g_animation_statistic_accumulator_enabledboolean—
g_editor_edited_object_spring_constantreal—
g_editor_maximum_edited_object_speedreal—
g_editor_maximum_rotation_speedreal—
g_synchronous_client_maximum_catchup_chunk_sizelong—
game_pausedboolean—
game_speedrealSimulation speed multiplier; 1 is normal.
game_state_verify_on_readboolean—
game_state_verify_on_writeboolean—
game_time_lockboolean—
game_time_statisticsboolean—
havok_batch_add_entities_disabledboolean—
havok_cleanup_inactive_agentsboolean—
havok_collision_tolerancereal—
havok_deactivation_reference_distancereal—
havok_debug_modelong—
havok_disable_deactivationboolean—
havok_display_statsboolean—
havok_ease_penetrationboolean—
havok_ease_penetration_durationreal—
havok_enable_back_steppingboolean—
havok_enable_check_penetration_runtimeboolean—
havok_enable_sweep_shapesboolean—
havok_environment_typelong—
havok_initialize_profilingboolean—
havok_jumping_beansboolean—
havok_pause_time_on_contact_point_countlong—
havok_pause_time_on_find_initial_contact_pointsboolean—
havok_play_biped_impact_effectsboolean—
havok_play_impact_effectsboolean—
havok_render_environment_queriesboolean—
havok_shape_cacheboolean—
havok_shape_cache_debugboolean—
havok_shape_radiusreal—
havok_specify_penetration_depths_for_tiny_shapesboolean—
havok_thread_countlong—
havok_weld_environmentboolean—
impacts_debugboolean—
light_local_basisboolean—
lightmap_pointsampleboolean—
map_info_debugboolean—
neuticle_renderboolean—
neuticle_spawnboolean—
neuticle_updateboolean—
physics_debugboolean—
player_effects_enabledboolean—
player_rotation_scalereal—
proxies_debugboolean—
prune_global_use_emptyboolean—
recover_saved_games_hackboolean—
render_cloud_textureboolean—
render_cluster_enabledboolean—
render_debug_acoustic_sectorsboolean—
render_debug_aspect_ratio_scalereal—
render_debug_display_command_buffer_databoolean—
render_debug_effects_locationsboolean—
render_debug_enable_first_person_squishboolean—
render_debug_enable_z_prepassboolean—
render_debug_force_4x3_aspect_ratioboolean—
render_debug_force_cinematic_lightsboolean—
render_debug_instance_occlusionboolean—
render_debug_lens_flaresboolean—
render_debug_min_single_pass_rendering_distancereal—
render_debug_modeshort—
render_debug_occlusion_bsp_indexlong—
render_debug_occlusion_instance_indexlong—
render_debug_safe_frame_boundsboolean—
render_debug_save_surfacelong—
render_debug_slow_transparentsboolean—
render_debug_transparent_cullboolean—
render_debug_transparent_cull_flipboolean—
render_debug_transparent_sort_methodshort—
render_debug_transparentsboolean—
render_debug_turn_on_cache_stateboolean—
render_decalsboolean—
render_dynamic_lightsboolean—
render_environmentboolean—
render_first_personboolean—
render_instanced_geometryboolean—
render_lens_flaresboolean—
render_low_res_transparentsboolean—
render_objectsboolean—
render_per_pixel_lit_enviromentboolean—
render_per_vertex_lit_environmentboolean—
render_single_probe_lit_environmentboolean—
render_skyboolean—
render_structureboolean—
render_tessellated_wireframeboolean—
render_transparentsboolean—
render_waterboolean—
render_water_wireframeboolean—
shell_frontend_allow_script_commands_without_game_in_progressboolean—
skull_floor_is_lava_debug_playerlong—