rendered paste bodycl_crosshairalpha "9999" // _adjusts opacity of crosshair_//
cl_crosshaircolor "4" // _adjusts scale of crosshair_//
cl_crosshairscale "1200" // _adjusts crosshairscale_//
cl_crosshairusealpha "1" // _turns on opacity_// (0 - 1)
cl_dynamiccrosshair "0" // _adjusts how the crosshair opperates_//
r_lod "-1" // _determines level of detail of models (-1 - 2)_//
r_rootlod "0" // _base LOD in memory (0 - 3)_//
zoom_sensitivity_ratio 1.2 // _scope sensitivity_//
rate 25000
cl_cmdrate "101"
cl_updaterate "101"
cl_interp "0.01"
cl_interpolate "1"
cl_drawmonitors "0" // _disables rendering on monitors_//
cl_ejectbrass "0" // _disables ejected brass_//
cl_phys_props_enable "1" // _disables trash and cans etc_//
cl_phys_props_max "50" // _disables trash and cans etc_//
cl_ragdoll_physics_enable "0" // _disables ragdoll physics_//
cl_ragdoll_collide "0" // _disables ragdolls to interact_//
cl_restrict_server_commands 0 // _zblock error_//
cl_show_splashes "0" // _disables water splashes_//
mat_disable_bloom "1" // _disables bloom HDR_//
mat_bumpmap "0" // _disables bumpmapping_//
mat_clipz "1" // _doesn't render what you can't see_//
mat_mipmaptextures "1" // _disables quality textures from a distance_//
mat_compressedtextures "1" // _disables uncompresses textures_//
mat_bloomscale "0" // _determines amount of HDR_//
mat_fastnobump "1" // _enables faster bumpmapping_//
mat_monitorgamma "1.6" // _monitor brightness_//
mat_hdr_enabled "0" // _disables HDR_//
mat_specular "0" // _disables shine on models_//
mat_forceaniso "0" // _disables anisotropic filtering_//
mat_antialias "0" // _disables antialiasing_//
mat_trilinear "0" // _disables trilinear antialiasing_//
mat_reducefillrate "0" // _reduces shader fill rate_//
mat_forcehardwaresync "0" // _disables hardware synchronization_//
mat_vsync "0" // _disables vertical synchronization_//
mat_wateroverlaysize "8" // _lowers water quality_//
r_3dsky "0" // _removes sky texture_//
r_decal_cullsize "9999" // _lower texture quality at distance_//
r_propsmaxdist "1200" // _lower object fading distance_//
r_shadows "1" // _enables shadows_//
r_decals "0" // _disables decals on player models_//
r_drawflecks "1" // _enables bullet marks_//
r_dopixelvisibility "1" // _enables max pixels for visibility_//
r_drawmodeldecals "0" // _disables detailed model decals_//
r_occlusion "1" // _better texture quality_//
r_shadowmaxrendered "32" // _allows maximum shadows to render_//
r_shadowrendertotexture "1" // _allows shadows to render on textures_//
r_waterforceexpensive "0" // _enables detailed water render_//
r_waterdrawreflection "1" // _enables water reflections_//
r_drawbatchdecals "0" // _disables decals on models_//
r_modellodscale "1.0" // _The transitioning power of LOD_//
r_3dnow "1" // _enables 3DNow! command_//
r_mmx "1" // _enables MMX command_//
r_sse "1" // _enables SSE command_//
r_sse2 "1" // _enables SSE2 command_//
net_graph "3" // _determines type of netgraph_//
net_graphsolid "1" // _enables solid netgraph_//
net_maxfragments "1280" // _determines amount of data sent_//
texture_budget_background_alpha "9999999"
texture_budget_panel_height "0"
texture_budget_panel_width "0"
voice_enable "1" // _allows voice speech_//
gl_clear "0"
mp_decals "0"
sv_forcepreload "1"
fog_enable "0"
fog_enableskybox "0"
fog_enable_water_fog "1"
props_break_max_pieces "0"
props_break_max_pieces_perframe "0"
func_break_max_pieces "0"