Perfect Dark Source: CVars

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== Teamplay CVars ==
Deathmatch and teamplay are controlled with two console variables (cvar): mp_maxteams and mp_teamsize. And a helper cvar mp_freeforall.
* mp_maxteams
: Defines the number of teams that will be available to players. It can take values from 0 to 4. When 0, the FFA mode will be activated.
* mp_teamsize
: Defines the maximum number of players on a single team, requires a positive integer. When 0, there's no limit to the number of players able to join a team.
* mp_freeforall
: When set to 1, mp_maxteams and mp_teamsize will be set both to 0. And viceversa, if mp_maxteams and mp_teamsize are set both to 0, mp_freeforall will be set to 1. When 1, the player coloring, team selection menu and scoreboard will change to reflect the free-for-all (deathmatch) mode.
: When set to 0, mp_maxteams will be set to 4 and mp_teamsize to 2, creating four teams of two players each.
* mp_team_together
: When set to 0, player and zone spawns belonging to green team (allows any team) will be active.
: When set to 1, the green team will be disabled. Spawning players from the same team together is left to the level designer.
: 
* mp_friendlyfire
: If 1, teammates may hurt each other.
== Gametype CVars ==
* mp_gamemode
: When set, changes the gamemode. Possible values:
:: combat
:: popacap
:: kingofthehill
: 
* mp_koth_capture_time
: How long it takes for a team to become king of a hill.
* mp_koth_score
: How many score points a team earns after taking the hill.
* mp_koth_uptime
: How long to keep a zone active before deactivating it.
* mp_koth_wait
: How long to wait before activating a new zone.
* mp_cappopbonus
: How many score points to award a player that kills the cap.
* mp_caplivetime
: How long in seconds should the cap survive in order to earn points.
* mp_caplivebonus
: How many score points to award a surviving cap.
* mp_cap_wait
: Wait this time before selecting a new cap.
== Scoring CVars ==
* mp_freefrags
: If 1, killing players won't award frag points.
* mp_suicidecounts
: If 0, suicides (kill command, falling, death by own explosion, etc) won't count as negative score.
== Others ==
* crosshair_fademode
: 0 no fade, 1 flicker running, 2 flicker walking.
* current_ambient_time
: What's the current time in-game.
* ambient_time_scale
: A real life second equals to how many in-game?
* mp_fraglimit
: Frags value required to win a game. The game may end before if mp_timelimit is reached or mp_scorelimit.
: Will not work if mp_freefrags is active.
* mp_scorelimit
: Score required to win a game. The game may end before if mp_timelimit is reached or mp_fraglimit.
* mp_timelimit
: Time in minutes before automatic changelevel. 0 equals infinite.
* mp_chattime
: Time to wait before changing the level after mp_timelimit, mp_scorelimit or mp_fraglimit are met.
* mp_nojump
: 1 disables jumping.
* mp_weaponstay
: Weapons don't disappear after being picked up.
* mp_halo
: 1 enables a Halo style health system.
* sv_glasscannon
: If 1, players kill in a single shot. Doesn't affect drown, fall, or time based damage.
* hudradar_display
: 1 displays radar.
* pdark_hud_radar_max_radius
: Radar radius.
* sv_infiniteammo
: If 1, player's will carry 999 ammo of any type.
* sv_noreloads
: If 1, weapons won't use magazines hence no reloads.
* sv_item_respawn_time
: Time in seconds, how long will it take item weaponset to respawn an item.
* sv_kill_at_respawn
: If we can't find a spawn point, kill anyone close to force a respawn.
* sv_realisticreloads
: Player loses ammo on magazine when they do a speed reload. It is off by default not to annoy players.
* sv_startarmor
: Players start with this much armor.
* sv_starthealth
: Players start with this much health.
* sv_weapon_respawn_time
: Time in seconds, how long will it take item weaponset to respawn a weapon.
* move_strafespeedstyle
: Defaults to 1. A value of 0 will allow 1.41% speed diagonal movement (too fast), a value of 1 a lower increased speed, and 2 will set 'realistic' speed.
== Client CVars ==
* cl_ejectbrass
: If 1, weapons will eject bullet shells when firing.
* cl_autoswitchweapon
: Defaults to 1, if 1 the game automatically switches to new, stronger weapons picked up.
* cl_autoswitchonempty
: Defaults to 1, if 1 the game automatically switches to another weapon when the current one is empty.
* pp_draw_timeofday
: Defaults to 0, if 1 the game enables rendering changes and other effects to represent dynamic time of the day in maps.
== Beta debugging CVars ==
* wdmg_***
: Change weapon damage, if you dislike the damage of certain weapon or fire mode, try finding a good value for it using these cvars.
* mp_wdmgratio***
: Divide all weapon damage value (default:1), if set to 2 all damage of all weapon are divided by 2.
* wheadshot_blur_factor
: A factor (multiplier) for headshot blur. Lower to decrease blur.
* wheadshot_kick_factor
: A factor (multiplier) for headshot view kick. Lower to decrease kick.
* blur_explosion_factor
: A factor (multiplier) for explosion blur. Lower to decrease blur.
* wmelee_add_blur
: A constant blur value that gets added with melee attacks.
* blur_restore_rate
: Blur recovered per second. Max blur a player may have is 255.
* wdmg_blur_factor
: A factor (multiplier) for any damage related blur. Lower to decrease blur.
*blurmin_movement
: Constant blur while dashing.
Category:Perfect Dark Source