Game/bspconvar whitelist.txt

The game considers all ConVars listed in <game>/bspconvar_whitelist.txt as whitelisted.
== File format ==
"convars"
{
 <ConVar> <value>
 <ConVar> <value>
 ...
}
== Files ==
* <game>/bspconvar_whitelist.txt
== Examples ==
 This is the content of the file csgo/bspconvar_whitelist.txt when it was last modified by Valve on 2021-10-08.
// This file should include convars which custom bsps are permitted to change via the bsp cfg file
// if a convar doesn't exist in this list, a map is not permitted to change it via the map's cfg file
// all convars in this list will also get set to their default values when a game mode cfg file is executed
"convars"
{
	ammo_grenade_limit_default							1	// How many of each grenade (except flashbangs) are we allowed to carry?
	ammo_grenade_limit_flashbang						1	// How many flashbangs are we allowed to carry?
	ammo_grenade_limit_total							1	// How many total grenades can we carry?
	ammo_item_limit_healthshot							1	// How many health shots are we allowed to carry?
	bot_allow_grenades									1	// If nonzero, bots may use grenades.
	bot_allow_machine_guns								1	// If nonzero, bots may use the machine gun.
	bot_allow_pistols									1	// If nonzero, bots may use pistols.
	bot_allow_rifles									1	// If nonzero, bots may use rifles.
	bot_allow_rogues									1
	bot_allow_shotguns									1	// If nonzero, bots may use shotguns.
	bot_allow_snipers									1	// If nonzero, bots may use sniper rifles.
	bot_allow_sub_machine_guns							1	// If nonzero, bots may use sub-machine guns.
	bot_autodifficulty_threshold_high					1	// Amount above avg human contribution score, above which a bot should lower its difficulty
	bot_autodifficulty_threshold_low					1	// Amount below avg human contribution score, below which a bot should raise its difficulty
	bot_chatter											1	// Control how bots talk. Allowed values: 'off', 'radio', 'minimal', or 'normal'.
	bot_coop_idle_max_vision_distance					1
	bot_defer_to_human_goals							1	// If nonzero and there is a human on the team, the bots will not do the scenario tasks.
	bot_defer_to_human_items							1	// If nonzero and there is a human on the team, the bots will not get scenario items.
	bot_difficulty										1	
	bot_max_hearing_distance_override					1
	bot_max_visible_smoke_length 1
	bot_max_vision_distance_override					1
	bot_quota											1	// Determines the total number of bots in the game.
	bot_quota_mode										1	// Determines the type of quota. Allowed values: 'normal', 'fill', and 'match'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota. If 'match', the server will maintain a 1:N ratio of humans to bots, where N is bot_quota.
	bot_coop_idle_max_vision_distance					1
	bot_max_vision_distance_override					1
	bot_max_hearing_distance_override					1
	bot_coopmission_dz_engagement_limit					1
	cash_player_bomb_defused							1
	cash_player_bomb_planted							1
	cash_player_damage_hostage							1	// The penalty (or bonus) players get from harming a hostage
	cash_player_get_killed								1	// Money a player can get when they are killed by another player
	cash_player_interact_with_hostage					1
	cash_player_killed_enemy_default					1	// Money award to player when they kill an enemy (which then gets scaled per weapon)
	cash_player_killed_enemy_factor						1	// Scaler that adjusts the money recieved per kill
	cash_player_killed_hostage							1	// The penalty (or bonus) players get for killing a hostage
	cash_player_killed_teammate							1
	cash_player_rescued_hostage							1
	cash_player_respawn_amount							1	// The money bonus a play can get when they respawn (if respawning is enabled)
	cash_team_elimination_bomb_map						1
	cash_team_elimination_hostage_map_ct				1
	cash_team_elimination_hostage_map_t					1
	cash_team_hostage_alive								1
	cash_team_hostage_interaction						1
	cash_team_loser_bonus								1
	cash_team_bonus_shorthanded					 1
	cash_team_loser_bonus_consecutive_rounds			1
	cash_team_planted_bomb_but_defused					1
	cash_team_rescued_hostage							1
	cash_team_survive_guardian_wave						1
	cash_team_terrorist_win_bomb						1
	cash_team_win_by_defusing_bomb						1
	cash_team_win_by_hostage_rescue						1
	cash_team_win_by_time_running_out_bomb				1
	cash_team_win_by_time_running_out_hostage			1
	contributionscore_assist							1
	contributionscore_bomb_defuse_major					1
	contributionscore_bomb_defuse_minor					1
	contributionscore_bomb_exploded						1
	contributionscore_bomb_planted						1
	contributionscore_cash_bundle						1
	contributionscore_crate_break						1
	contributionscore_hostage_kill						1
	contributionscore_hostage_rescue_major				1
	contributionscore_hostage_rescue_minor				1
	contributionscore_kill								1
	contributionscore_kill_factor						1
	contributionscore_objective_kill					1
	contributionscore_suicide							1
	contributionscore_team_kill							1
	ff_damage_reduction_bullets							1	// How much to reduce damage done to teammates when shot. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
	ff_damage_reduction_grenade							1	// How much to reduce damage done to teammates by a thrown grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
	ff_damage_reduction_grenade_self					1	// How much to damage a player does to himself with his own grenade. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
	ff_damage_reduction_other							1	// How much to reduce damage done to teammates by things other than bullets and grenades. Range is from 0 - 1 (with 1 being damage equal to what is done to an enemy)
	global_chatter_info								 1
	healthshot_healthboost_damage_multiplier			1
	healthshot_healthboost_speed_multiplier				1
	healthshot_healthboost_time							1
	inferno_child_spawn_max_depth						1	// Molotov spread variable
	inferno_max_flames									1	// Molotov spread variable
	inferno_max_range									1 // Molotov spread variable
	molotov_throw_detonate_time							1	// Molotov allowed throw duration
	mp_afterroundmoney									1	// Amount of money awared to every player after each round
	mp_anyone_can_pickup_c4								1
	mp_autokick											1
	mp_autoteambalance									1
	mp_bot_ai_bt 1
	mp_buy_allow_grenades								1	// Whether or not grenades can be purchased from the buy menu
	mp_buy_allow_guns									1	// Bitfield: which weapons can be purchased. pistols (1), SMGs (2), rifles (4), shotguns (8), sniper rifles (16), heavy MGs (32)
	mp_buy_anywhere										1
	mp_buy_during_immunity								1
	mp_buytime											1	// How many seconds after round start players can buy items for.
	mp_c4_cannot_be_defused								1
	mp_c4timer											1
	mp_consecutive_loss_max								1	// Maximum loss streak (default 4). Maximum per-round impact is mp_consecutive_loss_max * cash_team_loser_bonus_consecutive_rounds
	mp_coop_force_join_ct								1
	mp_coopmission_bot_difficulty_offset				1
	mp_coopmission_mission_number						1
	mp_coopmission_dz								1
	mp_ct_default_grenades								1	// The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
	mp_ct_default_melee									1	// The default melee weapon that the CTs will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
	mp_ct_default_primary								1	// The default primary (rifle) weapon that the CTs will spawn with
	mp_ct_default_secondary								1	// The default secondary (pistol) weapon that the CTs will spawn with
	mp_fraglimit										1
	mp_retake_ct_loadout_default_pistol_round			1
	mp_retake_ct_loadout_upgraded_pistol_round			1
	mp_retake_ct_loadout_light_buy_round				1
	mp_retake_ct_loadout_full_buy_round					1
	mp_retake_ct_loadout_bonus_card_availability		1
	mp_retake_ct_loadout_bonus_card						1
	mp_retake_ct_loadout_enemy_card						1
	mp_retake_t_loadout_default_pistol_round			1
	mp_retake_t_loadout_upgraded_pistol_round			1
	mp_retake_t_loadout_light_buy_round					1
	mp_retake_t_loadout_full_buy_round					1
	mp_retake_t_loadout_bonus_card_availability			1
	mp_retake_t_loadout_bonus_card						1
	mp_retake_t_loadout_enemy_card						1
	mp_retake_max_consecutive_rounds_same_target_site	1
	mp_damage_headshot_only								1	// Bullets that aren't headshots don't deal damage
	mp_damage_scale_ct_body								1	// Scales the damage a CT player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
	mp_damage_scale_ct_head								1	// Scales the damage a CT player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
	mp_damage_scale_t_body								1	// Scales the damage a T player takes by this much when they take damage in the body. (1 == 100%, 0.5 == 50%)
	mp_damage_scale_t_head								1	// Scales the damage a T player takes by this much when they take damage in the head. (1 == 100%, 0.5 == 50%)
	mp_damage_vampiric_amount							1	// Hits heal you
	mp_death_drop_c4									1
	mp_death_drop_defuser								1	// Whether a defuser drops from a player holding on when they die
	mp_death_drop_grenade								1	// Which grenade to drop on player death: 0=none, 1=best, 2=current or best
	mp_death_drop_gun									1	// Which gun to drop on player death: 0=none, 1=best, 2=current or best
	mp_deathcam_skippable								1	// Determines whether a player can early-out of the deathcam
	mp_default_team_winner_no_objective					1	// if set, the map will declare this team the winner when the round timer expires. (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
	mp_defuser_allocation								1	// How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
	mp_display_kill_assists								1	// Whether to display and score player assists
	mp_dm_bonus_percent									1	// Additional % of kill score to award for a bonus weapon kill
	mp_dm_bonus_respawn									1	// Whether to respawn when you get the DM bonus weapon or just have it given to you at your current location
	mp_dm_bonusweapon_dogtags							1	// How many additional dogtags to drop when getting a kill with the bonus weapon
	mp_dm_dogtag_score									1	// How many points it is worth to collect an enemy's dogtag in deathmatch
	mp_dm_kill_base_score								1	// How many points to award for a kill in deathmatch
	mp_dm_teammode										1	// Deathmatch uses team DM rules
	mp_dm_teammode_bonus_score							1	// Team DM victory points to award for kills with the bonus weapon
	mp_dm_teammode_dogtag_score							1	// Team DM victory points to award for enemy dogtag collection
	mp_dm_teammode_kill_score							1	// Team DM victory points to award for player kills
	mp_dogtag_despawn_on_killer_death					1	// If set, dogtags will despawn when the person who killer the owner dies
	mp_dogtag_despawn_time								1	// Dogtags automatically despawn after this many seconds (0=infinite)
	mp_dogtag_pickup_rule								1	// Who is allowed to pick up dogtags (0=killer, 1=killer's team, 2=victim's team, 3=killer OR victim's team, 4=everyone)
	mp_dronegun_stop									1
	mp_drop_grenade_enable								1	// Allows players to drop grenades.
	mp_drop_knife_enable								1	// Allow players to drop knives.
	mp_economy_reset_rounds								1	// how many rounds before economy is reset to default
	mp_equipment_reset_rounds							1	// how many rounds before equipment is reset to default
	mp_force_assign_teams								1
	mp_force_pick_time									1	// The amount of time a player has on the team screen to make a selection before being auto-teamed
	mp_forcecamera										1	// Restricts spectator modes for dead players. 0 = Any team. 1 = Only own team. 2 = No one; fade to black on death (previously mp_fadetoblack).
	mp_free_armor										1	// Determines whether armor (1) and/or helmet (2) are given automatically.
	mp_freezetime										1	// how many seconds to keep players frozen when the round starts
	mp_friendlyfire										1	// Allows team members to injure other members of their team
	mp_ggprogressive_round_restart_delay				1
	mp_ggtr_always_upgrade								1
	mp_ggtr_bomb_defuse_bonus							1
	mp_ggtr_bomb_detonation_bonus						1
	mp_ggtr_bomb_pts_for_flash							1
	mp_ggtr_bomb_pts_for_he								1
	mp_ggtr_bomb_pts_for_molotov						1
	mp_ggtr_bomb_pts_for_upgrade						1
	mp_ggtr_bomb_respawn_delay							1
	mp_ggtr_end_round_kill_bonus						1
	mp_ggtr_halftime_delay								1
	mp_ggtr_last_weapon_kill_ends_half					1
	mp_give_player_c4									1	// Whether this map should spawn a c4 bomb for a player or not
	mp_global_damage_per_second							1	// Being alive damages you (can't die from this damage)
	mp_guardian_bot_money_per_wave						1
	mp_guardian_force_collect_hostages_timeout			1
	mp_guardian_loc_icon								1	// (If set) icon to override for guardian mission
	mp_guardian_loc_string_desc							1
	mp_guardian_loc_string_hud							1
	mp_guardian_loc_weapon								1	// (If set) weapon name token (#SFUI_WPNHUD_<name>)
	mp_guardian_player_dist_max							1
	mp_guardian_player_dist_min							1
	mp_guardian_clear_all_bounds						1
	mp_guardian_new_bounds								1
	mp_guardian_add_bounds_pt							1
	mp_guardian_bomb_plant_new_bounds					1
	mp_guardian_bomb_plant_add_bounds_pt				1
	mp_guardian_bomb_plant_custom_x_mark_location		1
	mp_guardian_clear_all_player_spawns					1
	mp_guardian_add_player_spawn_pt						1
	mp_guardian_special_kills_needed					1
	mp_guardian_special_weapon_needed					1
	mp_guardian_target_site								1
	mp_guardian_force_collect_hostages_timeout			1
	mp_guardian_give_random_grenades_to_bots			1
	mp_guardian_ai_bt_difficulty_adjust_wave_interval	1
	mp_guardian_ai_bt_difficulty_max_next_level_bots	1
	mp_guardian_ai_bt_difficulty_cap_beginning_round	1
	mp_guardian_ai_bt_difficulty_initial_value			1
	mp_halftime											1	// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
	mp_halftime_pausetimer								1	// Set to 1 to stay in halftime indefinitely. Set to 0 to resume the timer.
	mp_heavyassaultsuit_aimpunch							1	// How much EXTRA aim punch will happen when a player wearing the assault suit gets when shot
	mp_heavyassaultsuit_cooldown						1	// Controls heavy assault suit cooldown (disabled in cooperative modes)
	mp_heavyassaultsuit_deploy_timescale						1	// How fast a player wearing the heavy assault suit will draw their weapon (1.0 = normal speed, 0.5 = half speed)
	mp_heavyassaultsuit_speed							1	// The max speed of a player when they are wearing the heavy assault suit
	mp_heavybot_damage_reduction_scale						1	
	mp_hostagepenalty									1	// Terrorist are kicked for killing too much hostages
	mp_hostages_max										1	
	mp_hostages_spawn_force_positions					1
	mp_hostages_spawn_force_positions_xyz				1
	mp_hostages_spawn_same_every_round					1
	mp_items_prohibited								 1
	mp_limitteams										1	// Max # of players 1 team can have over another (0 disables check)
	mp_match_can_clinch									1	// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
	mp_match_end_changelevel							1	// 0=No mercy rule, 1=team can clinch match win early if they win > 1/2 total rounds
	mp_max_armor										1	// Determines whether armor (1) and/or helmet (2) are available for purchase.
	mp_maxmoney											1	// maximum amount of money allowed in a player's account
	mp_maxrounds										1	// max number of rounds to play before server changes maps
	mp_molotovusedelay									1	// Number of seconds to delay before the molotov can be used after acquiring it
	mp_only_cts_rescue_hostages							1	// Only CTs can rescue hostages
	mp_plant_c4_anywhere								1	// Don't have to be inside a site to plant bomb
	mp_playercashawards									1	// Players can earn money by performing in-game actions
	mp_radar_showall									1 // Determines who should see all in the radar.	0 = default. 1 = both teams. 2 = Terrorists. 3 = CTs.
	mp_randomspawn										1	// Determines whether players are to spawn.		0 = default; 1 = both teams; 2 = Terrorists; 3 = CTs.
	mp_randomspawn_dist									1
	mp_randomspawn_los									1
	mp_respawn_immunitytime								1	// How many seconds after respawn immunity lasts.
	mp_respawn_on_death_ct								1	// When set to 1, counter-terrorists will respawn after dying.
	mp_respawn_on_death_t								1	// When set to 1, terrorists will respawn after dying.
	mp_respawnwavetime_ct								1	// Time between respawn waves for CTs.
	mp_respawnwavetime_t								1	// Time between respawn waves for Terrorists.
	mp_round_restart_delay									1 // the default is "7". the "1" here is not used
	mp_roundtime										1	// How many minutes each round takes.
	mp_roundtime_defuse									1	// How many minutes each round of Bomb Defuse takes.
	mp_roundtime_hostage								1	// How many minutes each round of Hostage Rescue takes.
	mp_solid_teammates									1	// Determines whether teammates are solid or not.
	mp_starting_losses									1	// Loss streak to start each team with (default 0). Results in the first round being worth additional cash for the losing team
	mp_startmoney										1	// Amount of money each player starts with on match start, half start or reset
	mp_suicide_penalty									1	// Whether suicides are punished
	mp_t_default_grenades								1	// The default grenades that the CTs will spawn with. To give multiple grenades, separate each weapon class with a space like this: 'weapon_molotov weapon_hegrenade'
	mp_t_default_melee									1	// The default melee weapon that the Ts will spawn with. Even if this is blank, a knife will be given. To give a taser, it should look like this: 'weapon_knife weapon_taser'. Remember to set mp_weapons_allow_zeus to 1 if you want to give a taser!
	mp_t_default_primary								1	// The default primary (rifle) weapon that the Ts will spawn with
	mp_t_default_secondary								1	// The default secondary (pistol) weapon that the Ts will spawn with
	mp_tagging_scale									1	// Scalar for player tagging modifier when hit. Lower values for greater tagging.
	mp_taser_recharge_time								1	// How many seconds does it take for a taser to recharge ( -1 = never )
	mp_teamcashawards									1	// Teams can earn money by performing in-game actions
	mp_teammates_are_enemies							1	// When set, your teammates act as enemies and all players are valid targets.
	mp_technical_timeout_per_team						1	// Allow technical timeouts to be specified by mode.
	mp_technical_timeout_duration_s						1	// Allow modes to specify technical timeout duration.
	mp_timelimit										1	// Allow the match to end when mp_timelimit hits instead of waiting for the end of the current round.
	mp_use_respawn_waves								1	// When set to 1, and that player's team is set to respawn, they will respawn in waves.
	mp_warmup_pausetimer								1	// Set to 1 to stay in warmup indefinitely. Set to 0 to resume the timer.
	mp_warmuptime										1	// How long the warmup period lasts. Changing this value resets warmup.
	mp_warmuptime_all_players_connected					1	// How long the warmup period lasts after all humans have connected.
	mp_weapon_self_inflict_amount						1	// Attacking damages you if you miss (can't die from this damage)
	mp_weapons_allow_heavy								1	// Determines which teams can purchase heavy weapons (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_heavyassaultsuit					1	// Determines whether the Heavy Assault Suit is purchaseable or not (T only)
	mp_weapons_allow_map_placed							1	// If this convar is set, when a match starts, the game will not delete weapons placed in the map.
	mp_weapons_allow_pistols							1	// Determines which teams can purchase pistols (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_rifles								1	// Determines which teams can purchase rifles (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_smgs								1	// Determines which teams can purchase smgs (-1 = any; 0 = none; 2 = Ts; 3 = CTs)
	mp_weapons_allow_typecount							1	// How many weapons of each type can be purchased
	mp_weapons_allow_zeus								1	// Determines whether the Zeus is purchasable or not
	mp_weapons_glow_on_ground							1	// If this convar is set, weapons on the ground will have a glow around them and can be seen through walls.
	mp_weapons_max_gun_purchases_per_weapon_per_match	1	// Can only buy each weapon this often per match ("weapons expert")
	mp_win_panel_display_time							1
	occlusion_test_async								1
	spec_freeze_panel_extended_time						1	// Time spent with the freeze panel still up after observer freeze cam is done.
	spec_freeze_time									1	// Time spend frozen in observer freeze cam.
	spec_replay_bot										1 // whether bot kills show a replay
	spec_replay_enable									1 // the default is "0". the "1" here is not used
	spec_replay_leadup_time								1 // how long the spec replay delay is
	sv_accelerate										1
	sv_air_pushaway_dist								1
	sv_airaccelerate									1	
	sv_allow_votes										1	// Voting allowed in this mode
	sv_alltalk											1	// DEPRECATED. Players can hear all enemy communication (voice, chat). Use sv_talk_enemy_dead and sv_talk_enemy_living instead.
	sv_arms_race_vote_to_restart_disallowed_after		1
	sv_auto_adjust_bot_difficulty						1
	sv_auto_full_alltalk_during_warmup_half_end			1	// When enabled, full alltalk is enabled at warmup, halftime and endgame
	sv_autobunnyhopping									1	// Automatically jumps when touching ground
	sv_autobuyammo										1
	sv_bot_buy_decoy_weight								1
	sv_bot_buy_flash_weight								1
	sv_bot_buy_grenade_chance							1
	sv_bot_buy_hegrenade_weight							1
	sv_bot_buy_molotov_weight							1
	sv_bot_buy_smoke_weight								1
	sv_bots_force_rebuy_every_round						1
	sv_bots_get_easier_each_win							1
	sv_bots_get_harder_after_each_wave					1	// only used in Guardian mode
	sv_bounce											1	//"Bounce multiplier for when physically simulated objects collide with other objects.
	sv_buy_status_override								1	// Override for buy status map info. 0 = everyone can buy, 1 = ct only, 2 = t only 3 = nobody
	sv_deadtalk											1	// When set, dead players can speak (voice, text) to living players on their team
	sv_disable_immunity_alpha							1
	sv_disable_radar									1
	sv_disable_show_team_select_menu					1
	sv_duplicate_playernames_ok							1
	sv_enablebunnyhopping								1	// Disables in-air movement speed cap
	sv_env_entity_makers_enabled						1
	sv_extract_ammo_from_dropped_weapons				1
	sv_falldamage_scale									1
	sv_falldamage_to_below_player_multiplier			1	// Scale damage when distributed across two players
	sv_falldamage_to_below_player_ratio					1	// Landing on a another player's head gives them this ratio of the damage.
	sv_force_reflections								1
	sv_friction											1	//"World friction."
	sv_grassburn										1
	sv_gravity											1	// World gravity. (default is 800)
	sv_guardian_extra_equipment_ct						1
	sv_guardian_extra_equipment_t						1
	sv_guardian_health_refresh_per_wave					1
	sv_guardian_heavy_all								1
	sv_guardian_heavy_count								1
	sv_guardian_max_wave_for_heavy						1
	sv_guardian_min_wave_for_heavy						1
	sv_guardian_refresh_ammo_for_items_on_waves			1
	sv_guardian_reset_c4_every_wave						1
	sv_guardian_respawn_health							1
	sv_guardian_spawn_health_ct							1
	sv_guardian_spawn_health_t							1
	sv_health_approach_enabled							1
	sv_health_approach_speed							1
	sv_hegrenade_damage_multiplier						1
	sv_hegrenade_radius_multiplier						1
	sv_hide_roundtime_until_seconds						1
	sv_highlight_distance								1
	sv_highlight_duration								1
	sv_ignoregrenaderadio								1	// Turn off Fire in the hole messages
	sv_infinite_ammo									1
	sv_knife_attack_extend_from_player_aabb				1
	sv_maxspeed											1
	sv_maxvelocity										1	//Maximum speed any ballistically moving object is allowed to attain per axis.
	sv_occlude_players									1
	sv_outofammo_indicator								1
	sv_show_ragdoll_playernames							1
	sv_show_team_equipment_force_on						1
	sv_staminajumpcost									1	// Modifies jumping stamina (default .08)
	sv_staminalandcost									1	// Modifies landing stamina (default .18)
	sv_stopspeed										1	//"Minimum stopping speed when on ground.
	sv_talk_enemy_dead									1	// Dead players can hear dead enemy communication (voice, chat)
	sv_talk_enemy_living								1	// Live players can hear living enemy communication (voice, chat)
	sv_teamid_overhead_maxdist							1
	sv_teamid_overhead_maxdist_spec						1
	sv_versus_screen_scene_id							1
	sv_vote_to_changelevel_before_match_point			1
	sv_warmup_to_freezetime_delay						1
	sv_water_movespeed_multiplier						1	// Water movespeed 
	sv_water_swim_mode									1	// Prevent going under water
	sv_wateraccelerate									1	 
	sv_waterfriction									1	 
	sv_weapon_encumbrance_per_item						1	// Encumbrance fixed cost
	sv_weapon_encumbrance_scale							1	// Encumbrance ratio to active weapon
	tv_delay											1
	tv_delay1											1
	weapon_accuracy_nospread							1
	weapon_air_spread_scale								1
	weapon_max_before_cleanup							1
	weapon_recoil_scale									1
	weapon_reticle_knife_show							1
	weapon_sound_falloff_multiplier						1
	sv_camera_fly_enabled								1
}
bspconvar whitelist.txt
bspconvar whitelist.txt