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	<title>dekz</title>
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		<title>dekz</title>
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		<item>
		<title>Benchmarking without Nanoseconds</title>
		<link>http://dekz.wordpress.com/2010/09/18/benchmarking-without-nanoseconds/</link>
		<comments>http://dekz.wordpress.com/2010/09/18/benchmarking-without-nanoseconds/#comments</comments>
		<pubDate>Sat, 18 Sep 2010 04:25:06 +0000</pubDate>
		<dc:creator>dekz</dc:creator>
				<category><![CDATA[bd-j]]></category>
		<category><![CDATA[programming]]></category>

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			<content:encoded><![CDATA[
<a href='http://dekz.wordpress.com/2010/09/18/benchmarking-without-nanoseconds/benchmarking-without-nanoseconds-2/' title='Benchmarking without Nanoseconds'><img data-attachment-id='59' data-orig-size='600,400' data-liked='0'width="150" height="100" src="http://dekz.files.wordpress.com/2010/09/test-1284716926968-scaled1000.png?w=150&#038;h=100" class="attachment-thumbnail" alt="Benchmarking without Nanoseconds" title="Benchmarking without Nanoseconds" /></a>
<a href='http://dekz.wordpress.com/2010/09/18/benchmarking-without-nanoseconds/benchmarking-without-nanoseconds-3/' title='Benchmarking without Nanoseconds'><img data-attachment-id='60' data-orig-size='600,400' data-liked='0'width="150" height="100" src="http://dekz.files.wordpress.com/2010/09/test-1284723257479-scaled1000.png?w=150&#038;h=100" class="attachment-thumbnail" alt="Benchmarking without Nanoseconds" title="Benchmarking without Nanoseconds" /></a>

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			<media:title type="html">dekz</media:title>
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	</item>
		<item>
		<title>A few things about the BD-J platform</title>
		<link>http://dekz.wordpress.com/2010/09/16/a-few-things-about-the-bd-j-platform/</link>
		<comments>http://dekz.wordpress.com/2010/09/16/a-few-things-about-the-bd-j-platform/#comments</comments>
		<pubDate>Thu, 16 Sep 2010 01:03:39 +0000</pubDate>
		<dc:creator>dekz</dc:creator>
				<category><![CDATA[bd-j]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://dekz.wordpress.com/?p=53</guid>
		<description><![CDATA[I&#8217;ve recently been creating a project to run on the BD-J platform, as in applications for blu-ray disc players. This is my first real major project and this post is about frustrations and progression in the application. This is my first post on development in the wild. This project is to create a Video on [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dekz.wordpress.com&amp;blog=9857589&amp;post=53&amp;subd=dekz&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve recently been creating a project to run on the <a href="http://en.wikipedia.org/wiki/BD-J">BD-J platform</a>, as in applications for blu-ray disc players. This is my first real major project and this post is about frustrations and progression in the application. This is my first post on development in the wild.</p>
<p>This project is to create a Video on Demand application, so a server can stream video files to the blu-ray device, and the device can play back. Project and benchmark information has been ran on the PS3. The transport of files is socket based so the Application will use AES PSK encryption.</p>
<li>It runs on a specialised specification that include JDK 1.3 and other various functionality. As you can imagine, there is not a lot of documentation on this platform. There is a specification and that&#8217;s about the only place to find information. Requesting Javadocs of the platform is a process that takes days, if ever to come through. There is one book written on the platform which in itself is 50% redundant, it&#8217;s a joint book including HD-DVD, the dead specification and platform. So finding information is difficult.The device is locked down, and probably within good reason. There is your usual signing of code and requesting permissions to access features such as storage and network.</li>
<p></p>
<li>The entire build process and structure to allow an application to run is terse. It took a number of days just for the understanding of the requirements for building, generating the ant scripts, finding tools to properly match the signing process, creating all the necessary description files to go along with the application then finally: Building against the supplied class stubs provided by the BD Association.</li>
<li>The emulator for the platform is, you guessed it, just software to play BD disks on PCs. There is no such thing for platforms such as OSX.</li>
<p></p>
<li>Benchmarking is difficult, there is no access to System nano time, a solution has been to send UDP packets to a Server and use the delta between packet arrival to determine a less than accurate time of a test. After normalising the transfer time and running the tests over a large enough iteration, benchmarks can be almost accurate.</li>
<p></p>
<li>Retrieving errors is difficult, if something goes wrong there is just no output. Creating an on-screen logger can only show so much, only after it has been loaded itself.</li>
<p></p>
<li>The codec specification is a small selection, every aspect must match or there is just no output, or errors. These must than be held in a container file (m2ts). Fairly extensive task to get a normal video file into the approved requirements.</li>
<p></p>
<li>Streaming is difficult, you cannot pass bytes of data to a player or anything close to it. One must download a file which declares a structure of files needed and files to come. Files to come need additional structure to define what should be expected to come. A Virtual File System update then needs to be performed which restarts the entire application. Some of the files after the VFS update then get renamed which was entertaining to find out. So to stream files the server must segment the entire video into a defined requirement. Client must download these files and when they&#8217;re done attempt to enable them.</li>
<p></p>
<li>It&#8217;s slow, quite slow. From the custom benchmarking toolkit I created, the platform is anywhere from 6x to 20x slower than an average desktop from Dell. Having additional encryption and decryption overhead compounds the issue.</li>
<p>
Overall the platform has potential to provide great additional features to blu-ray discs. At the end of the day, the PS3 was able to stream a 720p 4.5gb movie and play it back, 100% encrypted.  Some movies have been released with mini games (black jack) and others even download additional video content or even the trailer for the next movie.</p>
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			<media:title type="html">dekz</media:title>
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		<item>
		<title>Complete DVAR list for Cod6</title>
		<link>http://dekz.wordpress.com/2009/11/17/complete-dvar-list-for-cod6/</link>
		<comments>http://dekz.wordpress.com/2009/11/17/complete-dvar-list-for-cod6/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 23:38:00 +0000</pubDate>
		<dc:creator>dekz</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Cod6]]></category>

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		<description><![CDATA[Forcing &#8220;seta&#8221; command to normal &#8220;Set&#8221; for dvar &#8220;logfile&#8221;. dvar set logfile 1 Unknown command &#8220;cvarlist&#8221; actionSlotsHide &#8220;0&#8243; activeAction &#8220;&#8221; A ai_corpseCount &#8220;16&#8243; C aim_accel_turnrate_debug &#8220;0&#8243; C aim_accel_turnrate_enabled &#8220;1&#8243; C aim_accel_turnrate_lerp &#8220;1200&#8243; C aim_aimAssistRangeScale &#8220;1&#8243; C aim_autoaim_debug &#8220;0&#8243; C aim_autoaim_enabled &#8220;0&#8243; C aim_autoaim_lerp &#8220;40&#8243; C aim_autoaim_region_height &#8220;120&#8243; C aim_autoaim_region_width &#8220;160&#8243; C aim_autoAimRangeScale &#8220;1&#8243; C aim_automelee_debug [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dekz.wordpress.com&amp;blog=9857589&amp;post=50&amp;subd=dekz&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Forcing &#8220;seta&#8221; command to normal &#8220;Set&#8221; for dvar &#8220;logfile&#8221;.<br />
       dvar set logfile 1<br />
 Unknown command &#8220;cvarlist&#8221;<br />
         actionSlotsHide &#8220;0&#8243;<br />
         activeAction &#8220;&#8221;<br />
     A   ai_corpseCount &#8220;16&#8243;<br />
       C aim_accel_turnrate_debug &#8220;0&#8243;<br />
       C aim_accel_turnrate_enabled &#8220;1&#8243;<br />
       C aim_accel_turnrate_lerp &#8220;1200&#8243;<br />
       C aim_aimAssistRangeScale &#8220;1&#8243;<br />
       C aim_autoaim_debug &#8220;0&#8243;<br />
       C aim_autoaim_enabled &#8220;0&#8243;<br />
       C aim_autoaim_lerp &#8220;40&#8243;<br />
       C aim_autoaim_region_height &#8220;120&#8243;<br />
       C aim_autoaim_region_width &#8220;160&#8243;<br />
       C aim_autoAimRangeScale &#8220;1&#8243;<br />
       C aim_automelee_debug &#8220;0&#8243;<br />
       C aim_automelee_enabled &#8220;1&#8243;<br />
       C aim_automelee_lerp &#8220;40&#8243;<br />
       C aim_automelee_range &#8220;128&#8243;<br />
       C aim_automelee_region_height &#8220;240&#8243;<br />
       C aim_automelee_region_width &#8220;320&#8243;<br />
       C aim_input_graph_debug &#8220;0&#8243;<br />
       C aim_input_graph_enabled &#8220;1&#8243;<br />
       C aim_input_graph_index &#8220;3&#8243;<br />
       C aim_lockon_debug &#8220;0&#8243;<br />
       C aim_lockon_deflection &#8220;0.05&#8243;<br />
       C aim_lockon_enabled &#8220;1&#8243;<br />
       C aim_lockon_region_height &#8220;90&#8243;<br />
       C aim_lockon_region_width &#8220;90&#8243;<br />
       C aim_lockon_strength &#8220;0.6&#8243;<br />
       C aim_scale_view_axis &#8220;1&#8243;<br />
       C aim_slowdown_debug &#8220;0&#8243;<br />
       C aim_slowdown_enabled &#8220;1&#8243;<br />
       C aim_slowdown_pitch_scale &#8220;0.4&#8243;<br />
       C aim_slowdown_pitch_scale_ads &#8220;0.5&#8243;<br />
       C aim_slowdown_region_height &#8220;90&#8243;<br />
       C aim_slowdown_region_width &#8220;90&#8243;<br />
       C aim_slowdown_yaw_scale &#8220;0.4&#8243;<br />
       C aim_slowdown_yaw_scale_ads &#8220;0.5&#8243;<br />
       C aim_turnrate_pitch &#8220;90&#8243;<br />
       C aim_turnrate_pitch_ads &#8220;55&#8243;<br />
       C aim_turnrate_yaw &#8220;260&#8243;<br />
       C aim_turnrate_yaw_ads &#8220;90&#8243;<br />
         ammoCounterHide &#8220;0&#8243;<br />
       C authPort &#8220;20800&#8243;<br />
       C authServerName &#8220;cod4master.activision.com&#8221;<br />
         badhost_debug &#8220;0&#8243;<br />
         badhost_endGameIfISuck &#8220;1&#8243;<br />
         badhost_maxDoISuckFrames &#8220;300&#8243;<br />
         badhost_maxHappyPingTime &#8220;400&#8243;<br />
         badhost_minPercentClientsUnhappyToSuck &#8220;0.51&#8243;<br />
         badhost_minTotalClientsForHappyTest &#8220;3&#8243;<br />
         band_12players &#8220;384000&#8243;<br />
         band_18players &#8220;580000&#8243;<br />
         band_2players &#8220;64000&#8243;<br />
         band_4players &#8220;128000&#8243;<br />
         band_8players &#8220;256000&#8243;<br />
         bandwidthtest_announceinterval &#8220;200&#8243;<br />
         bandwidthtest_duration &#8220;500&#8243;<br />
         bandwidthtest_enable &#8220;1&#8243;<br />
         bandwidthtest_fudge &#8220;1&#8243;<br />
         bandwidthtest_ingame_enable &#8220;1&#8243;<br />
         bandwidthtest_ingame_fudge &#8220;1&#8243;<br />
         bandwidthtest_maxpacketsize &#8220;1000&#8243;<br />
         bandwidthtest_quota &#8220;0.5&#8243;<br />
         bandwidthtest_rounds &#8220;10&#8243;<br />
         bandwidthtest_scalar &#8220;2&#8243;<br />
         bandwidthtest_timeout &#8220;1500&#8243;<br />
       C bg_aimSpreadMoveSpeedThreshold &#8220;11&#8243;<br />
       C bg_bulletExplDmgFactor &#8220;1&#8243;<br />
       C bg_bulletExplRadius &#8220;250&#8243;<br />
       C bg_debugProne &#8220;0&#8243;<br />
       C bg_fallDamageMaxHeight &#8220;300&#8243;<br />
       C bg_fallDamageMinHeight &#8220;128&#8243;<br />
       C bg_foliagesnd_fastinterval &#8220;500&#8243;<br />
       C bg_foliagesnd_maxspeed &#8220;180&#8243;<br />
       C bg_foliagesnd_minspeed &#8220;40&#8243;<br />
       C bg_foliagesnd_resetinterval &#8220;500&#8243;<br />
       C bg_foliagesnd_slowinterval &#8220;1500&#8243;<br />
       C bg_forceDualWield &#8220;0&#8243;<br />
       C bg_forceExplosiveBullets &#8220;0&#8243;<br />
       C bg_ladder_yawcap &#8220;100&#8243;<br />
       C bg_legYawTolerance &#8220;20&#8243;<br />
         bg_lowGravity &#8220;800&#8243;<br />
       C bg_maxGrenadeIndicatorSpeed &#8220;100&#8243;<br />
       C bg_prone_yawcap &#8220;85&#8243;<br />
       C bg_shieldHitEncodeHeightVM &#8220;-10 10&#8243;<br />
       C bg_shieldHitEncodeHeightWorld &#8220;-25 20&#8243;<br />
       C bg_shieldHitEncodeWidthVM &#8220;-16 16&#8243;<br />
       C bg_shieldHitEncodeWidthWorld &#8220;-14 14&#8243;<br />
       C bg_shock_lookControl &#8220;1&#8243;<br />
       C bg_shock_lookControl_fadeTime &#8220;2&#8243;<br />
       C bg_shock_lookControl_maxpitchspeed &#8220;90&#8243;<br />
       C bg_shock_lookControl_maxyawspeed &#8220;90&#8243;<br />
       C bg_shock_lookControl_mousesensitivityscale &#8220;0.5&#8243;<br />
       C bg_shock_movement &#8220;1&#8243;<br />
       C bg_shock_screenBlurBlendFadeTime &#8220;1&#8243;<br />
       C bg_shock_screenBlurBlendTime &#8220;0.4&#8243;<br />
       C bg_shock_screenFlashShotFadeTime &#8220;1&#8243;<br />
       C bg_shock_screenFlashWhiteFadeTime &#8220;1&#8243;<br />
       C bg_shock_screenType &#8220;blurred&#8221;<br />
       C bg_shock_sound &#8220;1&#8243;<br />
       C bg_shock_soundDryLevel &#8220;1&#8243;<br />
       C bg_shock_soundEnd &#8220;shellshock_end&#8221;<br />
       C bg_shock_soundEndAbort &#8220;shellshock_end_abort&#8221;<br />
       C bg_shock_soundFadeInTime &#8220;0.25&#8243;<br />
       C bg_shock_soundFadeOutTime &#8220;2.5&#8243;<br />
       C bg_shock_soundLoop &#8220;shellshock_loop&#8221;<br />
       C bg_shock_soundLoopEndDelay &#8220;-3&#8243;<br />
       C bg_shock_soundLoopFadeTime &#8220;1.5&#8243;<br />
       C bg_shock_soundLoopSilent &#8220;shellshock_loop_silent&#8221;<br />
       C bg_shock_soundModEndDelay &#8220;2&#8243;<br />
       C bg_shock_soundRoomType &#8220;generic&#8221;<br />
       C bg_shock_soundWetLevel &#8220;0.5&#8243;<br />
       C bg_shock_viewKickFadeTime &#8220;3&#8243;<br />
       C bg_shock_viewKickPeriod &#8220;0.75&#8243;<br />
       C bg_shock_viewKickRadius &#8220;0.05&#8243;<br />
       C bg_shock_volume_ambdist1 &#8220;0.5&#8243;<br />
       C bg_shock_volume_ambdist2 &#8220;0.5&#8243;<br />
       C bg_shock_volume_ambient &#8220;0.5&#8243;<br />
       C bg_shock_volume_announcer &#8220;0.5&#8243;<br />
       C bg_shock_volume_auto &#8220;0.5&#8243;<br />
       C bg_shock_volume_auto2 &#8220;0.5&#8243;<br />
       C bg_shock_volume_auto2d &#8220;0.5&#8243;<br />
       C bg_shock_volume_autodog &#8220;0.5&#8243;<br />
       C bg_shock_volume_body &#8220;0.5&#8243;<br />
       C bg_shock_volume_body2d &#8220;0.5&#8243;<br />
       C bg_shock_volume_bulletimpact &#8220;0.5&#8243;<br />
       C bg_shock_volume_bulletwhizby &#8220;0.5&#8243;<br />
       C bg_shock_volume_effects1 &#8220;0.5&#8243;<br />
       C bg_shock_volume_effects2 &#8220;0.5&#8243;<br />
       C bg_shock_volume_element &#8220;0.5&#8243;<br />
       C bg_shock_volume_explosiveimpact &#8220;0.5&#8243;<br />
       C bg_shock_volume_hurt &#8220;0.5&#8243;<br />
       C bg_shock_volume_item &#8220;0.5&#8243;<br />
       C bg_shock_volume_local &#8220;0.5&#8243;<br />
       C bg_shock_volume_local2 &#8220;0.5&#8243;<br />
       C bg_shock_volume_local3 &#8220;0.5&#8243;<br />
       C bg_shock_volume_menu &#8220;0.5&#8243;<br />
       C bg_shock_volume_mission &#8220;0.5&#8243;<br />
       C bg_shock_volume_music &#8220;0.5&#8243;<br />
       C bg_shock_volume_musicnopause &#8220;0.5&#8243;<br />
       C bg_shock_volume_nonshock &#8220;0.5&#8243;<br />
       C bg_shock_volume_physics &#8220;0.5&#8243;<br />
       C bg_shock_volume_player1 &#8220;0.5&#8243;<br />
       C bg_shock_volume_player2 &#8220;0.5&#8243;<br />
       C bg_shock_volume_reload &#8220;0.5&#8243;<br />
       C bg_shock_volume_reload2d &#8220;0.5&#8243;<br />
       C bg_shock_volume_shellshock &#8220;0.5&#8243;<br />
       C bg_shock_volume_vehicle &#8220;0.5&#8243;<br />
       C bg_shock_volume_vehiclelimited &#8220;0.5&#8243;<br />
       C bg_shock_volume_voice &#8220;0.5&#8243;<br />
       C bg_shock_volume_weapon &#8220;0.5&#8243;<br />
       C bg_shock_volume_weapon2d &#8220;0.5&#8243;<br />
       C bg_softLandingMaxDamage &#8220;0.1&#8243;<br />
       C bg_softLandingMaxHeight &#8220;300&#8243;<br />
       C bg_softLandingMinHeight &#8220;128&#8243;<br />
       C bg_swingSpeed &#8220;0.2&#8243;<br />
         bg_viewBobAmplitudeBase &#8220;0.16&#8243;<br />
       C bg_viewBobAmplitudeDucked &#8220;0.0075 0.0075&#8243;<br />
       C bg_viewBobAmplitudeDuckedAds &#8220;0.0075 0.0075&#8243;<br />
       C bg_viewBobAmplitudeProne &#8220;0.02 0.005&#8243;<br />
       C bg_viewBobAmplitudeRoll &#8220;1.5&#8243;<br />
       C bg_viewBobAmplitudeSprinting &#8220;0.02 0.014&#8243;<br />
       C bg_viewBobAmplitudeStanding &#8220;0.007 0.007&#8243;<br />
       C bg_viewBobAmplitudeStandingAds &#8220;0.007 0.007&#8243;<br />
       C bg_viewBobLag &#8220;0.25&#8243;<br />
       C bg_viewBobMax &#8220;8&#8243;<br />
       C bg_viewKickMax &#8220;90&#8243;<br />
       C bg_viewKickMin &#8220;5&#8243;<br />
       C bg_viewKickRandom &#8220;0.4&#8243;<br />
       C bg_viewKickScale &#8220;0.2&#8243;<br />
         bg_weaponBobAmplitudeBase &#8220;0.16&#8243;<br />
       C bg_weaponBobAmplitudeDucked &#8220;0.045 0.025&#8243;<br />
       C bg_weaponBobAmplitudeProne &#8220;0.02 0.005&#8243;<br />
       C bg_weaponBobAmplitudeRoll &#8220;1.5&#8243;<br />
       C bg_weaponBobAmplitudeSprinting &#8220;0.02 0.014&#8243;<br />
       C bg_weaponBobAmplitudeStanding &#8220;0.055 0.025&#8243;<br />
       C bg_weaponBobLag &#8220;0.25&#8243;<br />
       C bg_weaponBobMax &#8220;8&#8243;<br />
       C bullet_penetration_enabled &#8220;1&#8243;<br />
       C bullet_penetrationMinFxDist &#8220;30&#8243;<br />
       C bullet_ricochetBaseChance &#8220;0.5&#8243;<br />
       C camera_thirdPerson &#8220;0&#8243;<br />
       C camera_thirdPersonAdsTransScale &#8220;2&#8243;<br />
       C camera_thirdPersonCrosshairOffset &#8220;0.35&#8243;<br />
       C camera_thirdPersonFovScale &#8220;0.9&#8243;<br />
       C camera_thirdPersonOffset &#8220;-120 0 14&#8243;<br />
       C camera_thirdPersonOffsetAds &#8220;-60 -20 4&#8243;<br />
       C camera_thirdPersonOffsetTurretAds &#8220;-80 0 14&#8243;<br />
       C cameraShakeRemoteHelo_Angles &#8220;0.221 0.15 2&#8243;<br />
       C cameraShakeRemoteHelo_Freqs &#8220;31 90 0.5&#8243;<br />
       C cameraShakeRemoteHelo_SpeedRange &#8220;2000 5000&#8243;<br />
       C cameraShakeRemoteMissile_Angles &#8220;0.05 0.7 0.07&#8243;<br />
       C cameraShakeRemoteMissile_Freqs &#8220;42 0.7 100&#8243;<br />
       C cameraShakeRemoteMissile_SpeedRange &#8220;1000 4000&#8243;<br />
       C cg_airstrikeKillCamCloseXYDist &#8220;24&#8243;<br />
       C cg_airstrikeKillCamCloseZDist &#8220;24&#8243;<br />
       C cg_airstrikeKillCamFarBlur &#8220;2&#8243;<br />
       C cg_airstrikeKillCamFarBlurDist &#8220;300&#8243;<br />
       C cg_airstrikeKillCamFarBlurStart &#8220;100&#8243;<br />
       C cg_airstrikeKillCamFov &#8220;50&#8243;<br />
       C cg_airstrikeKillCamNearBlur &#8220;4&#8243;<br />
       C cg_airstrikeKillCamNearBlurEnd &#8220;100&#8243;<br />
       C cg_airstrikeKillCamNearBlurStart &#8220;0&#8243;<br />
     A   cg_blood &#8220;1&#8243;<br />
     A   cg_brass &#8220;1&#8243;<br />
       C cg_centertime &#8220;5&#8243;<br />
     A   cg_chatHeight &#8220;4&#8243;<br />
     A   cg_chatTime &#8220;12000&#8243;<br />
       C cg_chatWithOtherTeams &#8220;0&#8243;<br />
     A   cg_connectionIconSize &#8220;0&#8243;<br />
       C cg_constantSizeHeadIcons &#8220;0&#8243;<br />
       C cg_crosshairAlpha &#8220;1&#8243;<br />
       C cg_crosshairAlphaMin &#8220;0.5&#8243;<br />
       C cg_crosshairDynamic &#8220;0&#8243;<br />
       C cg_crosshairEnemyColor &#8220;1&#8243;<br />
       C cg_crosshairVerticalOffset &#8220;0&#8243;<br />
       C cg_cullBulletAngle &#8220;50&#8243;<br />
       C cg_cullBullets &#8220;1&#8243;<br />
     A   cg_cursorHints &#8220;4&#8243;<br />
       C cg_deadChatWithDead &#8220;0&#8243;<br />
       C cg_deadChatWithTeam &#8220;0&#8243;<br />
       C cg_deadHearAllLiving &#8220;0&#8243;<br />
       C cg_deadHearTeamLiving &#8220;0&#8243;<br />
       C cg_debug_overlay_viewport &#8220;0&#8243;<br />
       C cg_debugevents &#8220;-1&#8243;<br />
       C cg_debugInfoCornerOffset &#8220;0 -30&#8243;<br />
       C cg_debugposition &#8220;0&#8243;<br />
     A   cg_descriptiveText &#8220;1&#8243;<br />
       C cg_dobjdump &#8220;-1&#8243;<br />
       C cg_draw2D &#8220;1&#8243;<br />
     A   cg_drawBreathHint &#8220;1&#8243;<br />
       C cg_drawCrosshair &#8220;1&#8243;<br />
       C cg_drawCrosshairNames &#8220;1&#8243;<br />
         cg_drawCrosshairNamesPosX &#8220;300&#8243;<br />
         cg_drawCrosshairNamesPosY &#8220;180&#8243;<br />
       C cg_drawDamageDirection &#8220;1&#8243;<br />
       C cg_drawDamageFlash &#8220;0&#8243;<br />
         cg_drawFPS &#8220;Off&#8221;<br />
     A   cg_drawFPSLabels &#8220;1&#8243;<br />
       C cg_drawFriendlyNames &#8220;1&#8243;<br />
       C cg_drawGun &#8220;1&#8243;<br />
       C cg_drawHealth &#8220;0&#8243;<br />
     A   cg_drawMantleHint &#8220;1&#8243;<br />
       C cg_drawMaterial &#8220;Off&#8221;<br />
         cg_drawpaused &#8220;1&#8243;<br />
         cg_drawScriptUsage &#8220;0&#8243;<br />
       C cg_drawShellshock &#8220;1&#8243;<br />
     A   cg_drawSnapshot &#8220;0&#8243;<br />
       C cg_drawSplatter &#8220;0&#8243;<br />
       C cg_drawSplatterTest &#8220;0&#8243;<br />
     A   cg_drawStatsSource &#8220;0&#8243;<br />
         cg_drawTalk &#8220;ALL&#8221;<br />
       C cg_drawThroughWalls &#8220;0&#8243;<br />
     A   cg_drawTurretCrosshair &#8220;1&#8243;<br />
     A   cg_drawViewpos &#8220;0&#8243;<br />
       C cg_dumpAnims &#8220;-1&#8243;<br />
       C cg_enemyNameFadeIn &#8220;250&#8243;<br />
       C cg_enemyNameFadeOut &#8220;250&#8243;<br />
         cg_errordecay &#8220;100&#8243;<br />
       C cg_everyoneHearsEveryone &#8220;0&#8243;<br />
       C cg_explosiveKillCamBackDist &#8220;35&#8243;<br />
       C cg_explosiveKillCamGroundBackDist &#8220;30&#8243;<br />
       C cg_explosiveKillCamGroundUpDist &#8220;15&#8243;<br />
       C cg_explosiveKillCamStopDecelDist &#8220;100&#8243;<br />
       C cg_explosiveKillCamStopDist &#8220;350&#8243;<br />
       C cg_explosiveKillCamUpDist &#8220;5&#8243;<br />
       C cg_explosiveKillCamWallOutDist &#8220;10&#8243;<br />
       C cg_explosiveKillCamWallSideDist &#8220;30&#8243;<br />
       C cg_flashbangNameFadeIn &#8220;1000&#8243;<br />
       C cg_flashbangNameFadeOut &#8220;50&#8243;<br />
       C cg_footsteps &#8220;1&#8243;<br />
       C cg_fov &#8220;65&#8243;<br />
       C cg_fovMin &#8220;1&#8243;<br />
       C cg_fovScale &#8220;1&#8243;<br />
       C cg_friendlyNameFadeIn &#8220;0&#8243;<br />
       C cg_friendlyNameFadeOut &#8220;1500&#8243;<br />
     A   cg_gameBoldMessageWidth &#8220;390&#8243;<br />
     A   cg_gameMessageWidth &#8220;455&#8243;<br />
       C cg_gun_x &#8220;0&#8243;<br />
       C cg_gun_y &#8220;0&#8243;<br />
       C cg_gun_z &#8220;0&#8243;<br />
     A   cg_headIconMinScreenRadius &#8220;0.015&#8243;<br />
       C cg_heliKillCamFarBlur &#8220;2&#8243;<br />
       C cg_heliKillCamFarBlurDist &#8220;300&#8243;<br />
       C cg_heliKillCamFarBlurStart &#8220;100&#8243;<br />
       C cg_heliKillCamFov &#8220;15&#8243;<br />
       C cg_heliKillCamNearBlur &#8220;4&#8243;<br />
       C cg_heliKillCamNearBlurEnd &#8220;100&#8243;<br />
       C cg_heliKillCamNearBlurStart &#8220;0&#8243;<br />
     A   cg_hintFadeTime &#8220;100&#8243;<br />
     A   cg_hudChatIntermissionPosition &#8220;5 110&#8243;<br />
     A   cg_hudChatPosition &#8220;5 200&#8243;<br />
     A   cg_hudDamageIconHeight &#8220;64&#8243;<br />
     A   cg_hudDamageIconInScope &#8220;0&#8243;<br />
     A   cg_hudDamageIconOffset &#8220;128&#8243;<br />
     A   cg_hudDamageIconTime &#8220;6000&#8243;<br />
     A   cg_hudDamageIconWidth &#8220;128&#8243;<br />
     A   cg_hudGrenadeIconEnabledFlash &#8220;0&#8243;<br />
     A   cg_hudGrenadeIconHeight &#8220;25&#8243;<br />
     A   cg_hudGrenadeIconInScope &#8220;0&#8243;<br />
     A   cg_hudGrenadeIconMaxHeight &#8220;104&#8243;<br />
       C cg_hudGrenadeIconMaxRangeFlash &#8220;500&#8243;<br />
       C cg_hudGrenadeIconMaxRangeFrag &#8220;250&#8243;<br />
     A   cg_hudGrenadeIconOffset &#8220;50&#8243;<br />
     A   cg_hudGrenadeIconWidth &#8220;25&#8243;<br />
     A   cg_hudGrenadePointerHeight &#8220;12&#8243;<br />
     A   cg_hudGrenadePointerPivot &#8220;12 27&#8243;<br />
         cg_hudGrenadePointerPulseFreq &#8220;1.7&#8243;<br />
         cg_hudGrenadePointerPulseMax &#8220;1.85&#8243;<br />
         cg_hudGrenadePointerPulseMin &#8220;0.3&#8243;<br />
     A   cg_hudGrenadePointerWidth &#8220;25&#8243;<br />
         cg_hudlegacysplitscreenscale &#8220;2&#8243;<br />
         cg_hudMapBorderWidth &#8220;2&#8243;<br />
         cg_hudMapFriendlyHeight &#8220;15&#8243;<br />
         cg_hudMapFriendlyWidth &#8220;15&#8243;<br />
         cg_hudMapPlayerHeight &#8220;20&#8243;<br />
         cg_hudMapPlayerWidth &#8220;20&#8243;<br />
       C cg_hudMapRadarLineThickness &#8220;0.15&#8243;<br />
         cg_hudObjectiveTextScale &#8220;0.3&#8243;<br />
     A   cg_hudProneY &#8220;-160&#8243;<br />
     A   cg_hudSayPosition &#8220;5 175&#8243;<br />
         cg_hudsplitscreencompassscale &#8220;1.5&#8243;<br />
         cg_hudsplitscreenstancescale &#8220;2&#8243;<br />
         cg_hudStanceFlash &#8220;1 1 1 1&#8243;<br />
     A   cg_hudStanceHintPrints &#8220;0&#8243;<br />
     A   cg_hudVotePosition &#8220;5 220&#8243;<br />
     A   cg_invalidCmdHintBlinkInterval &#8220;600&#8243;<br />
     A   cg_invalidCmdHintDuration &#8220;1800&#8243;<br />
       C cg_javelinKillCamCloseZDist &#8220;128&#8243;<br />
       C cg_javelinKillCamDownDist &#8220;150&#8243;<br />
       C cg_javelinKillCamFov &#8220;60&#8243;<br />
       C cg_javelinKillCamLookLerpDist &#8220;3000&#8243;<br />
       C cg_javelinKillCamPassDist &#8220;50&#8243;<br />
       C cg_javelinKillCamPassTime &#8220;5&#8243;<br />
       C cg_javelinKillCamUpDist &#8220;200&#8243;<br />
       C cg_killCamDefaultLerpTime &#8220;300&#8243;<br />
       C cg_killCamTurretLerpTime &#8220;900&#8243;<br />
     A   cg_laserlight &#8220;1&#8243;<br />
       C cg_levelReverbDryLevel &#8220;0.9&#8243;<br />
       C cg_levelReverbEnabled &#8220;1&#8243;<br />
       C cg_levelReverbRoomType &#8220;city&#8221;<br />
       C cg_levelReverbWetLevel &#8220;0.15&#8243;<br />
     A   cg_mapLocationSelectionCursorSpeed &#8220;0.6&#8243;<br />
     A   cg_marks_ents_player_only &#8220;0&#8243;<br />
       C cg_minCullBulletDist &#8220;128&#8243;<br />
         cg_nopredict &#8220;0&#8243;<br />
       C cg_overheadIconSize &#8220;0.7&#8243;<br />
       C cg_overheadNamesFarDist &#8220;1024&#8243;<br />
       C cg_overheadNamesFarScale &#8220;0.75&#8243;<br />
       C cg_overheadNamesFont &#8220;2&#8243;<br />
       C cg_overheadNamesGlow &#8220;0 0 0 1&#8243;<br />
       C cg_overheadNamesMaxDist &#8220;10000&#8243;<br />
       C cg_overheadNamesNearDist &#8220;256&#8243;<br />
       C cg_overheadNamesSize &#8220;0.5&#8243;<br />
       C cg_overheadRankSize &#8220;0.5&#8243;<br />
       C cg_overheadTitlesFont &#8220;2&#8243;<br />
       C cg_overheadTitleSize &#8220;0.5&#8243;<br />
  U  A   cg_predictItems &#8220;1&#8243;<br />
         cg_predictItemsDuration &#8220;5&#8243;<br />
       C cg_remoteMissileKillCamBackDist &#8220;300&#8243;<br />
       C cg_remoteMissileKillCamUpDist &#8220;60&#8243;<br />
       C cg_rocketKillCamBackDist &#8220;70&#8243;<br />
       C cg_rocketKillCamUpDist &#8220;10&#8243;<br />
         cg_scoreboardBannerHeight &#8220;35&#8243;<br />
         cg_scoreboardFont &#8220;0&#8243;<br />
         cg_scoreboardHeaderFontScale &#8220;0.35&#8243;<br />
         cg_scoreboardHeight &#8220;435&#8243;<br />
         cg_scoreboardItemHeight &#8220;18&#8243;<br />
         cg_scoreboardMyColor &#8220;1 0.8 0.4 1&#8243;<br />
         cg_scoreboardPingGraph &#8220;1&#8243;<br />
         cg_scoreboardPingHeight &#8220;0.7&#8243;<br />
         cg_scoreboardPingText &#8220;0&#8243;<br />
         cg_scoreboardPingWidth &#8220;0.036&#8243;<br />
         cg_scoreboardRankFontScale &#8220;0.25&#8243;<br />
         cg_scoreboardScrollStep &#8220;3&#8243;<br />
         cg_scoreboardTextOffset &#8220;0.5&#8243;<br />
         cg_scoreboardWidth &#8220;500&#8243;<br />
     A   cg_ScoresPing_BgColor &#8220;0.25098 0.25098 0.25098 0.501961&#8243;<br />
     A   cg_ScoresPing_HighColor &#8220;0.8 0 0 1&#8243;<br />
     A   cg_ScoresPing_Interval &#8220;100&#8243;<br />
     A   cg_ScoresPing_LowColor &#8220;0 0.74902 0 1&#8243;<br />
     A   cg_ScoresPing_MaxBars &#8220;4&#8243;<br />
     A   cg_ScoresPing_MedColor &#8220;0.8 0.8 0 1&#8243;<br />
     A   cg_scriptIconSize &#8220;0&#8243;<br />
         cg_showmiss &#8220;0&#8243;<br />
     A   cg_splatterHitAlpha &#8220;1&#8243;<br />
     A   cg_splatterHitFadeInTime &#8220;0.05&#8243;<br />
     A   cg_splatterHitFadeOutTime &#8220;0.1&#8243;<br />
     A   cg_splatterHitFullInTime &#8220;0&#8243;<br />
     A   cg_splatterHitInnerAngle &#8220;15&#8243;<br />
     A   cg_splatterHitInnerRadius &#8220;0&#8243;<br />
       C cg_splatterHitOntoScreen &#8220;0&#8243;<br />
     A   cg_splatterHitOuterAngle &#8220;30&#8243;<br />
     A   cg_splatterHitOuterRadius &#8220;0.6&#8243;<br />
     A   cg_splatterTrackAlpha &#8220;1&#8243;<br />
     A   cg_splatterTrackFadeInTime &#8220;0&#8243;<br />
     A   cg_splatterTrackFadeOutTime &#8220;0.5&#8243;<br />
     A   cg_splatterTrackFullInTime &#8220;0.3&#8243;<br />
       C cg_splatterTrackIndependent &#8220;1&#8243;<br />
     A   cg_splatterTrackInnerAngle &#8220;5&#8243;<br />
     A   cg_splatterTrackInnerRadius &#8220;0.4&#8243;<br />
       C cg_splatterTrackOntoScreen &#8220;0&#8243;<br />
     A   cg_splatterTrackOuterAngle &#8220;20&#8243;<br />
     A   cg_splatterTrackOuterRadius &#8220;0.6&#8243;<br />
     A   cg_sprintMeterDisabledColor &#8220;0.8 0.1 0.1 0.2&#8243;<br />
     A   cg_sprintMeterEmptyColor &#8220;0.7 0.5 0.2 0.8&#8243;<br />
     A   cg_sprintMeterFullColor &#8220;0.8 0.8 0.8 0.8&#8243;<br />
     A   cg_subtitleMinTime &#8220;3&#8243;<br />
     A   cg_subtitleWidthStandard &#8220;520&#8243;<br />
     A   cg_subtitleWidthWidescreen &#8220;520&#8243;<br />
     A   cg_teamChatsOnly &#8220;0&#8243;<br />
       C cg_thirdPerson &#8220;0&#8243;<br />
       C cg_thirdPersonAngle &#8220;0&#8243;<br />
       C cg_thirdPersonMode &#8220;Fixed&#8221;<br />
       C cg_thirdPersonRange &#8220;120&#8243;<br />
       C cg_turretKillCamBackDist &#8220;10&#8243;<br />
       C cg_turretKillCamFov &#8220;50&#8243;<br />
       C cg_turretKillCamUpDist &#8220;10&#8243;<br />
       C cg_viewVehicleInfluence &#8220;1&#8243;<br />
     A   cg_viewZSmoothingMax &#8220;16&#8243;<br />
     A   cg_viewZSmoothingMin &#8220;1&#8243;<br />
     A   cg_viewZSmoothingTime &#8220;0.1&#8243;<br />
     A   cg_voiceIconSize &#8220;0&#8243;<br />
       C cg_watersheeting &#8220;1&#8243;<br />
     A   cg_waterSheeting_brightness &#8220;0&#8243;<br />
     A   cg_waterSheeting_contrast &#8220;1&#8243;<br />
     A   cg_waterSheeting_darkTint &#8220;1 1 1&#8243;<br />
     A   cg_waterSheeting_desaturation &#8220;0&#8243;<br />
     A   cg_waterSheeting_distortionScaleFactor &#8220;0.021961 1 0 0&#8243;<br />
     A   cg_waterSheeting_enable &#8220;0&#8243;<br />
     A   cg_waterSheeting_fadeDuration &#8220;2&#8243;<br />
     A   cg_waterSheeting_lightTint &#8220;0.780261 1 1&#8243;<br />
     A   cg_waterSheeting_magnitude &#8220;0.0655388&#8243;<br />
     A   cg_waterSheeting_radius &#8220;4.44051&#8243;<br />
         cg_weapHitCullAngle &#8220;45&#8243;<br />
         cg_weapHitCullEnable &#8220;1&#8243;<br />
     A   cg_weaponCycleDelay &#8220;0&#8243;<br />
         cg_weaponHintsCoD1Style &#8220;1&#8243;<br />
       C cg_weaponVisInterval &#8220;4&#8243;<br />
     A   cg_youInKillCamSize &#8220;6&#8243;<br />
         cl_analog_attack_threshold &#8220;0.8&#8243;<br />
         cl_anglespeedkey &#8220;1.5&#8243;<br />
         cl_bypassMouseInput &#8220;0&#8243;<br />
         cl_connectionAttempts &#8220;15&#8243;<br />
         cl_connectTimeout &#8220;120&#8243;<br />
         cl_demoBackJump &#8220;20000&#8243;<br />
         cl_demoFastTimescaleSpeed &#8220;3&#8243;<br />
         cl_demoForwardJump &#8220;4000&#8243;<br />
         cl_demoSlowTimescaleSpeed &#8220;0.4&#8243;<br />
         cl_dirSelConvergenceTime &#8220;0.1&#8243;<br />
     A   cl_freelook &#8220;1&#8243;<br />
         cl_freezeDemo &#8220;0&#8243;<br />
         cl_hudDrawsBehindUI &#8220;1&#8243;<br />
   R     cl_ingame &#8220;0&#8243;<br />
     A   cl_maxpackets &#8220;30&#8243;<br />
     A   cl_maxPing &#8220;800&#8243;<br />
         cl_migrationTimeout &#8220;40&#8243;<br />
   R     cl_motdString &#8220;&#8221;<br />
     A   cl_mouseAccel &#8220;0&#8243;<br />
         cl_nodelta &#8220;0&#8243;<br />
         cl_noprint &#8220;0&#8243;<br />
     A   cl_packetdup &#8220;1&#8243;<br />
   R     cl_paused &#8220;0&#8243;<br />
     A   cl_pitchspeed &#8220;140&#8243;<br />
         cl_serverStatusResendTime &#8220;750&#8243;<br />
         cl_showmouserate &#8220;0&#8243;<br />
         cl_shownet &#8220;0&#8243;<br />
         cl_shownuments &#8220;0&#8243;<br />
         cl_showSend &#8220;0&#8243;<br />
         cl_showServerCommands &#8220;0&#8243;<br />
         cl_showTimeDelta &#8220;0&#8243;<br />
         cl_stanceHoldTime &#8220;300&#8243;<br />
         cl_timeout &#8220;20&#8243;<br />
  U  A   cl_voice &#8220;1&#8243;<br />
     A   cl_yawspeed &#8220;140&#8243;<br />
       C clientSideEffects &#8220;1&#8243;<br />
         com_animCheck &#8220;0&#8243;<br />
         com_cinematicEndInWhite &#8220;0&#8243;<br />
   R     com_errorResolveCommand &#8220;&#8221;<br />
         com_filter_output &#8220;0&#8243;<br />
     A   com_maxfps &#8220;85&#8243;<br />
         com_maxFrameTime &#8220;100&#8243;<br />
     A   com_recommendedSet &#8220;1&#8243;<br />
         com_statmon &#8220;0&#8243;<br />
   R   C com_timescale &#8220;1&#8243;<br />
         compass &#8220;1&#8243;<br />
       C compassClampIcons &#8220;1&#8243;<br />
         compassCoords &#8220;740 3590 400&#8243;<br />
         compassECoordCutoff &#8220;37&#8243;<br />
       C compassEnemyFootstepEnabled &#8220;0&#8243;<br />
       C compassEnemyFootstepMaxRange &#8220;500&#8243;<br />
       C compassEnemyFootstepMaxZ &#8220;100&#8243;<br />
       C compassEnemyFootstepMinSpeed &#8220;140&#8243;<br />
       C compassFastRadarUpdateTime &#8220;2&#8243;<br />
         compassFriendlyHeight &#8220;16&#8243;<br />
         compassFriendlyWidth &#8220;16&#8243;<br />
       C compassHellfireTargetSpot &#8220;0&#8243;<br />
       C compassHideSansObjectivePointer &#8220;0&#8243;<br />
       C compassHideVehicles &#8220;0&#8243;<br />
       C compassMaxRange &#8220;2500&#8243;<br />
         compassMinRadius &#8220;0.0001&#8243;<br />
         compassMinRange &#8220;0.0001&#8243;<br />
         compassObjectiveArrowHeight &#8220;20&#8243;<br />
         compassObjectiveArrowOffset &#8220;2&#8243;<br />
         compassObjectiveArrowRotateDist &#8220;5&#8243;<br />
         compassObjectiveArrowWidth &#8220;20&#8243;<br />
         compassObjectiveDetailDist &#8220;10&#8243;<br />
         compassObjectiveDrawLines &#8220;1&#8243;<br />
         compassObjectiveHeight &#8220;20&#8243;<br />
         compassObjectiveIconHeight &#8220;16&#8243;<br />
         compassObjectiveIconWidth &#8220;16&#8243;<br />
         compassObjectiveMaxHeight &#8220;70&#8243;<br />
         compassObjectiveMaxRange &#8220;2048&#8243;<br />
         compassObjectiveMinAlpha &#8220;1&#8243;<br />
         compassObjectiveMinDistRange &#8220;1&#8243;<br />
         compassObjectiveMinHeight &#8220;-70&#8243;<br />
         compassObjectiveNearbyDist &#8220;4&#8243;<br />
         compassObjectiveNumRings &#8220;10&#8243;<br />
         compassObjectiveRingSize &#8220;80&#8243;<br />
         compassObjectiveRingTime &#8220;10000&#8243;<br />
         compassObjectiveTextHeight &#8220;18&#8243;<br />
         compassObjectiveTextScale &#8220;0.3&#8243;<br />
         compassObjectiveWidth &#8220;20&#8243;<br />
         compassPlayerHeight &#8220;18.75&#8243;<br />
         compassPlayerWidth &#8220;18.75&#8243;<br />
       C compassRadarLineThickness &#8220;0.4&#8243;<br />
       C compassRadarPingFadeTime &#8220;4&#8243;<br />
       C compassRadarUpdateTime &#8220;4&#8243;<br />
         compassRotation &#8220;1&#8243;<br />
     A   compassSize &#8220;1&#8243;<br />
       C compassSoundPingFadeTime &#8220;2&#8243;<br />
       C compassTickertapeStretch &#8220;0.5&#8243;<br />
         con_default_console_filter &#8220;*&#8221;<br />
     A   con_errormessagetime &#8220;8&#8243;<br />
     A   con_gameMsgWindow0FadeInTime &#8220;0.25&#8243;<br />
     A   con_gameMsgWindow0FadeOutTime &#8220;0.5&#8243;<br />
     AL  con_gameMsgWindow0Filter &#8220;gamenotify obituary&#8221;<br />
     A   con_gameMsgWindow0LineCount &#8220;4&#8243;<br />
     A   con_gameMsgWindow0MsgTime &#8220;5&#8243;<br />
     A   con_gameMsgWindow0ScrollTime &#8220;0.25&#8243;<br />
     A   con_gameMsgWindow0SplitscreenScale &#8220;1.5&#8243;<br />
     A   con_gameMsgWindow1FadeInTime &#8220;0.25&#8243;<br />
     A   con_gameMsgWindow1FadeOutTime &#8220;0.5&#8243;<br />
     AL  con_gameMsgWindow1Filter &#8220;boldgame&#8221;<br />
     A   con_gameMsgWindow1LineCount &#8220;1&#8243;<br />
     A   con_gameMsgWindow1MsgTime &#8220;3&#8243;<br />
     A   con_gameMsgWindow1ScrollTime &#8220;0.25&#8243;<br />
     A   con_gameMsgWindow1SplitscreenScale &#8220;1.5&#8243;<br />
     A   con_gameMsgWindow2FadeInTime &#8220;0.75&#8243;<br />
     A   con_gameMsgWindow2FadeOutTime &#8220;0.5&#8243;<br />
     AL  con_gameMsgWindow2Filter &#8220;subtitle&#8221;<br />
     A   con_gameMsgWindow2LineCount &#8220;7&#8243;<br />
     A   con_gameMsgWindow2MsgTime &#8220;5&#8243;<br />
     A   con_gameMsgWindow2ScrollTime &#8220;0.25&#8243;<br />
     A   con_gameMsgWindow2SplitscreenScale &#8220;1.5&#8243;<br />
     A   con_gameMsgWindow3FadeInTime &#8220;0.25&#8243;<br />
     A   con_gameMsgWindow3FadeOutTime &#8220;0.5&#8243;<br />
     AL  con_gameMsgWindow3Filter &#8220;&#8221;<br />
     A   con_gameMsgWindow3LineCount &#8220;5&#8243;<br />
     A   con_gameMsgWindow3MsgTime &#8220;5&#8243;<br />
     A   con_gameMsgWindow3ScrollTime &#8220;0.25&#8243;<br />
     A   con_gameMsgWindow3SplitscreenScale &#8220;1.5&#8243;<br />
     A   con_inputBoxColor &#8220;0.25 0.25 0.2 1&#8243;<br />
     A   con_inputHintBoxColor &#8220;0.4 0.4 0.35 1&#8243;<br />
     A   con_matchPrefixOnly &#8220;1&#8243;<br />
     A   con_minicon &#8220;0&#8243;<br />
     A   con_miniconlines &#8220;5&#8243;<br />
     A   con_minicontime &#8220;4&#8243;<br />
     A   con_outputBarColor &#8220;1 1 0.95 0.6&#8243;<br />
     A   con_outputSliderColor &#8220;0.15 0.15 0.1 0.6&#8243;<br />
     A   con_outputWindowColor &#8220;0.35 0.35 0.3 0.75&#8243;<br />
         con_typewriterColorBase &#8220;1 1 1&#8243;<br />
     A   con_typewriterColorGlowCheckpoint &#8220;0.6 0.5 0.6 1&#8243;<br />
     A   con_typewriterColorGlowCompleted &#8220;0 0.3 0.8 1&#8243;<br />
     A   con_typewriterColorGlowFailed &#8220;0.8 0 0 1&#8243;<br />
     A   con_typewriterColorGlowUpdated &#8220;0 0.6 0.18 1&#8243;<br />
     A   con_typewriterDecayDuration &#8220;700&#8243;<br />
     A   con_typewriterDecayStartTime &#8220;6000&#8243;<br />
     A   con_typewriterPrintSpeed &#8220;50&#8243;<br />
         cpu_speed_12players &#8220;3&#8243;<br />
         cpu_speed_18players &#8220;6&#8243;<br />
         cpu_speed_8players &#8220;2.7&#8243;<br />
         developer &#8220;0&#8243;<br />
         developer_script &#8220;0&#8243;<br />
         didyouknow &#8220;@PLATFORM_DYK_IW4_MSG17&#8243;<br />
         drawEntityCount &#8220;0&#8243;<br />
         drawEntityCountPos &#8220;-55 -180&#8243;<br />
         drawEntityCountSize &#8220;32&#8243;<br />
         drawKillcamData &#8220;0&#8243;<br />
         drawKillcamDataPos &#8220;-55 -340&#8243;<br />
         drawKillcamDataSize &#8220;32&#8243;<br />
     A   drawLagometer &#8220;0&#8243;<br />
         drawServerBandwidth &#8220;0&#8243;<br />
         drawServerBandwidthPos &#8220;-55 -340&#8243;<br />
     A   dynEnt_active &#8220;1&#8243;<br />
       C dynEnt_bulletForce &#8220;1000&#8243;<br />
       C dynEnt_damageScale &#8220;1&#8243;<br />
       C dynEnt_explodeForce &#8220;12500&#8243;<br />
       C dynEnt_explodeMaxEnts &#8220;20&#8243;<br />
       C dynEnt_explodeMinForce &#8220;40&#8243;<br />
       C dynEnt_explodeSpinScale &#8220;3&#8243;<br />
       C dynEnt_explodeUpbias &#8220;0.5&#8243;<br />
       C dynEnt_explodingBulletForce &#8220;3500&#8243;<br />
       C dynEnt_explodingBulletMaxEnts &#8220;5&#8243;<br />
       C dynEnt_explodingBulletMinForce &#8220;5&#8243;<br />
       C dynEnt_explodingBulletSpinScale &#8220;1&#8243;<br />
       C dynEnt_explodingBulletUpbias &#8220;0.5&#8243;<br />
       C fixedtime &#8220;0&#8243;<br />
       C FoFIconMaxSize &#8220;640&#8243;<br />
       C FoFIconMinSize &#8220;30&#8243;<br />
       C FoFIconScale &#8220;1.3&#8243;<br />
       C FoFIconSpawnTimeDelay &#8220;1&#8243;<br />
       C FoFIconSpawnTimeFade &#8220;5&#8243;<br />
       C friction &#8220;5.5&#8243;<br />
    I    fs_basegame &#8220;&#8221;<br />
    I    fs_basepath &#8220;G:\codmw2&#8243;<br />
    I    fs_cdpath &#8220;&#8221;<br />
    I    fs_copyfiles &#8220;0&#8243;<br />
         fs_debug &#8220;0&#8243;<br />
 S  I    fs_game &#8220;&#8221;<br />
    I    fs_homepath &#8220;G:\codmw2&#8243;<br />
      LC fs_ignoreLocalized &#8220;0&#8243;<br />
       C fx_count &#8220;0&#8243;<br />
         fx_cull_elem_draw &#8220;1&#8243;<br />
         fx_cull_elem_spawn &#8220;1&#8243;<br />
       C fx_debugBolt &#8220;0&#8243;<br />
       C fx_draw &#8220;1&#8243;<br />
       C fx_drawClouds &#8220;1&#8243;<br />
       C fx_enable &#8220;1&#8243;<br />
       C fx_freeze &#8220;0&#8243;<br />
       C fx_mark_profile &#8220;0&#8243;<br />
     A   fx_marks &#8220;1&#8243;<br />
     A   fx_marks_ents &#8220;1&#8243;<br />
     A   fx_marks_smodels &#8220;1&#8243;<br />
       C fx_profile &#8220;0&#8243;<br />
       C fx_profileFilter &#8220;&#8221;<br />
       C fx_profileSkip &#8220;0&#8243;<br />
       C fx_profileSort &#8220;cost&#8221;<br />
       C fx_visMinTraceDist &#8220;80&#8243;<br />
     A   g_allowvote &#8220;1&#8243;<br />
 S    L  g_gametype &#8220;war&#8221;<br />
         g_gravity &#8220;800&#8243;<br />
 S       g_hardcore &#8220;0&#8243;<br />
         g_logsync &#8220;2&#8243;<br />
         g_synchronousClients &#8220;0&#8243;<br />
   R     gameMode &#8220;mp&#8221;<br />
     A   glass_angular_vel &#8220;5 35&#8243;<br />
       C glass_break &#8220;1&#8243;<br />
     A   glass_debug &#8220;0&#8243;<br />
     A   glass_edge_angle &#8220;5 10&#8243;<br />
     A   glass_fall_delay &#8220;0.2 0.9&#8243;<br />
     A   glass_fall_gravity &#8220;800&#8243;<br />
     A   glass_fall_ratio &#8220;1.5 3&#8243;<br />
     A   glass_fringe_maxcoverage &#8220;0.2&#8243;<br />
     A   glass_fringe_maxsize &#8220;150&#8243;<br />
     A   glass_fx_chance &#8220;0.25&#8243;<br />
     A   glass_hinge_friction &#8220;50&#8243;<br />
     A   glass_linear_vel &#8220;200 400&#8243;<br />
     A   glass_max_pieces_per_frame &#8220;100&#8243;<br />
     A   glass_max_shatter_fx_per_frame &#8220;6&#8243;<br />
     A   glass_physics_chance &#8220;0.15&#8243;<br />
     A   glass_physics_maxdist &#8220;512&#8243;<br />
     A   glass_shard_maxsize &#8220;300&#8243;<br />
     A   glass_shattered_scale &#8220;48&#8243;<br />
     A   glass_trace_interval &#8220;100&#8243;<br />
         heli_barrelMaxVelocity &#8220;1250&#8243;<br />
         heli_barrelRotation &#8220;70&#8243;<br />
         heli_barrelSlowdown &#8220;360&#8243;<br />
   R     hiDef &#8220;1&#8243;<br />
       C hud_bloodOverlayLerpRate &#8220;0.3&#8243;<br />
     A   hud_deathQuoteFadeTime &#8220;1000&#8243;<br />
     A   hud_enable &#8220;1&#8243;<br />
     A   hud_fade_ammodisplay &#8220;0&#8243;<br />
       C hud_fade_compass &#8220;0&#8243;<br />
     A   hud_fade_healthbar &#8220;2&#8243;<br />
     A   hud_fade_offhand &#8220;0&#8243;<br />
     A   hud_fade_sprint &#8220;1.7&#8243;<br />
     A   hud_fade_stance &#8220;1.7&#8243;<br />
     A   hud_fadeout_speed &#8220;0.1&#8243;<br />
     A   hud_flash_period_offhand &#8220;0.5&#8243;<br />
     A   hud_flash_time_offhand &#8220;2&#8243;<br />
     A   hud_health_pulserate_critical &#8220;0.5&#8243;<br />
     A   hud_health_pulserate_injured &#8220;1&#8243;<br />
     A   hud_health_startpulse_critical &#8220;0.33&#8243;<br />
     A   hud_health_startpulse_injured &#8220;1&#8243;<br />
       C hudElemPausedBrightness &#8220;0.4&#8243;<br />
     AL  in_mouse &#8220;1&#8243;<br />
     A   intro &#8220;0&#8243;<br />
         iwnet_debug &#8220;0&#8243;<br />
         iwnet_maxResendTime &#8220;120&#8243;<br />
         iwnet_minResendTime &#8220;4&#8243;<br />
         iwnet_searching &#8220;1&#8243;<br />
         iwnet_sessionFullHeartbeat &#8220;20000&#8243;<br />
         iwnet_sessionHeartbeat &#8220;5000&#8243;<br />
         iwnet_sessions &#8220;1&#8243;<br />
         iwnet_xuid &#8220;504&#8243;<br />
       C jump_height &#8220;39&#8243;<br />
       C jump_ladderPushVel &#8220;128&#8243;<br />
       C jump_slowdownEnable &#8220;1&#8243;<br />
       C jump_spreadAdd &#8220;64&#8243;<br />
       C jump_stepSize &#8220;18&#8243;<br />
         koth_autodestroytime &#8220;60&#8243;<br />
         koth_capturetime &#8220;20&#8243;<br />
         koth_delayPlayer &#8220;0&#8243;<br />
         koth_destroytime &#8220;10&#8243;<br />
         koth_extraDelay &#8220;0&#8243;<br />
         koth_kothmode &#8220;0&#8243;<br />
         koth_proMode &#8220;0&#8243;<br />
         koth_spawnDelay &#8220;60&#8243;<br />
         koth_spawntime &#8220;30&#8243;<br />
       C laserDebug &#8220;0&#8243;<br />
       C laserEndOffset &#8220;0.5&#8243;<br />
       C laserFlarePct &#8220;0.2&#8243;<br />
       C laserFlarePct_alt &#8220;0&#8243;<br />
       C laserForceOn &#8220;0&#8243;<br />
     A   laserLight &#8220;1&#8243;<br />
       C laserLightBeginOffset &#8220;13&#8243;<br />
       C laserLightBodyTweak &#8220;15&#8243;<br />
       C laserLightEndOffset &#8220;-3&#8243;<br />
       C laserLightRadius &#8220;3&#8243;<br />
       C laserLightRadius_alt &#8220;100&#8243;<br />
     A   laserLightWithoutNightvision &#8220;0&#8243;<br />
       C laserRadius &#8220;0.8&#8243;<br />
       C laserRadius_alt &#8220;30&#8243;<br />
       C laserRange &#8220;1500&#8243;<br />
       C laserRange_alt &#8220;5000&#8243;<br />
       C laserRangePlayer &#8220;1500&#8243;<br />
         loading_sre_fatal &#8220;1&#8243;<br />
         lobby_animationSpeed &#8220;30&#8243;<br />
         lobby_animationTilesHigh &#8220;4&#8243;<br />
         lobby_animationTilesWide &#8220;8&#8243;<br />
         lobby_numAnimationFrames &#8220;30&#8243;<br />
         lobby_partySearchWaitTime &#8220;1000&#8243;<br />
         lobby_searchingPartyColor &#8220;0.941177 0.768627 0.321569<br />
     AL  loc_forceEnglish &#8220;0&#8243;<br />
     AL  loc_language &#8220;0&#8243;<br />
      L  loc_translate &#8220;1&#8243;<br />
         loc_warnings &#8220;0&#8243;<br />
         loc_warningsAsErrors &#8220;0&#8243;<br />
         loc_warningsUI &#8220;0&#8243;<br />
         logfile &#8220;1&#8243;<br />
         lowAmmoWarningColor1 &#8220;0.701961 0.701961 0.701961 0.8&#8243;<br />
         lowAmmoWarningColor2 &#8220;1 1 1 1&#8243;<br />
         lowAmmoWarningNoAmmoColor1 &#8220;0.8 0.25098 0.301961 0.8&#8243;<br />
         lowAmmoWarningNoAmmoColor2 &#8220;1 0.25098 0.301961 1&#8243;<br />
         lowAmmoWarningNoReloadColor1 &#8220;0.701961 0.701961 0.301961<br />
         lowAmmoWarningNoReloadColor2 &#8220;0.701961 0.701961 0.301961 1&#8243;<br />
         lowAmmoWarningPulseFreq &#8220;2.3&#8243;<br />
         lowAmmoWarningPulseMax &#8220;1.5&#8243;<br />
         lowAmmoWarningPulseMin &#8220;0&#8243;<br />
         lsp_debug &#8220;0&#8243;<br />
     A   m_filter &#8220;0&#8243;<br />
     A   m_forward &#8220;0.25&#8243;<br />
     A   m_pitch &#8220;0.022&#8243;<br />
     A   m_side &#8220;0.25&#8243;<br />
     A   m_yaw &#8220;0.022&#8243;<br />
       C mantle_check_angle &#8220;60&#8243;<br />
       C mantle_check_radius &#8220;0.1&#8243;<br />
       C mantle_check_range &#8220;20&#8243;<br />
       C mantle_debug &#8220;0&#8243;<br />
       C mantle_enable &#8220;1&#8243;<br />
       C mantle_max_vertical_end_velocity &#8220;0&#8243;<br />
       C mantle_view_yawcap &#8220;60&#8243;<br />
   R     mapcrc &#8220;0&#8243;<br />
 S R     mapname &#8220;&#8221;<br />
       C masterPort &#8220;20810&#8243;<br />
       C masterServerName &#8220;cod4master.activision.com&#8221;<br />
         matchmaking_debug &#8220;1&#8243;<br />
         maxVoicePacketsPerSec &#8220;100&#8243;<br />
         maxVoicePacketsPerSecForServer &#8220;20&#8243;<br />
         migration_blocksperframe &#8220;0&#8243;<br />
       C migration_dvarErrors &#8220;1&#8243;<br />
         migration_limit &#8220;5&#8243;<br />
         migration_msgtimeout &#8220;500&#8243;<br />
         migration_timeBetween &#8220;30000&#8243;<br />
         migration_verboseBroadcastTime &#8220;100&#8243;<br />
         migrationPingTime &#8220;10&#8243;<br />
       C missileRemoteFOV &#8220;15&#8243;<br />
       C missileRemoteSteerPitchRange &#8220;1 87&#8243;<br />
       C missileRemoteSteerPitchRate &#8220;35&#8243;<br />
       C missileRemoteSteerYawRate &#8220;35&#8243;<br />
     A   monkeytoy &#8220;0&#8243;<br />
         motd &#8220;Welcome to Modern Warfare 2 multiplayer&#8221;<br />
       C motionTrackerBlurDuration &#8220;0.2&#8243;<br />
         motionTrackerCenterX &#8220;0&#8243;<br />
         motionTrackerCenterY &#8220;-0.37&#8243;<br />
       C motionTrackerPingFadeTime &#8220;3&#8243;<br />
         motionTrackerPingPitchAddPerEnemy &#8220;0&#8243;<br />
         motionTrackerPingPitchBase &#8220;1&#8243;<br />
         motionTrackerPingPitchNearby &#8220;2&#8243;<br />
         motionTrackerPingSize &#8220;0.2&#8243;<br />
       C motionTrackerRange &#8220;1600&#8243;<br />
       C motionTrackerSweepAngle &#8220;90&#8243;<br />
       C motionTrackerSweepInterval &#8220;3&#8243;<br />
       C motionTrackerSweepSpeed &#8220;2000&#8243;<br />
       C mp_paused &#8220;0&#8243;<br />
         msg_dumpEnts &#8220;0&#8243;<br />
         msg_hudelemspew &#8220;0&#8243;<br />
         msg_printEntityNums &#8220;0&#8243;<br />
  U  A   name &#8220;&#8221;<br />
      L  net_ip &#8220;localhost&#8221;<br />
         net_lanauthorize &#8220;0&#8243;<br />
     AL  net_noipx &#8220;0&#8243;<br />
     AL  net_noudp &#8220;0&#8243;<br />
      L  net_port &#8220;28960&#8243;<br />
         net_profile &#8220;0&#8243;<br />
         net_showprofile &#8220;0&#8243;<br />
     AL  net_socksEnabled &#8220;0&#8243;<br />
     AL  net_socksPassword &#8220;&#8221;<br />
     AL  net_socksPort &#8220;1080&#8243;<br />
     AL  net_socksServer &#8220;&#8221;<br />
     AL  net_socksUsername &#8220;&#8221;<br />
         nextdemo &#8220;&#8221;<br />
         nextmap &#8220;&#8221;<br />
         nightVisionDisableEffects &#8220;0&#8243;<br />
         nightVisionFadeInOutTime &#8220;0.1&#8243;<br />
         nightVisionPowerOnTime &#8220;0.3&#8243;<br />
       C objectiveFadeTimeGoingOff &#8220;0.5&#8243;<br />
       C objectiveFadeTimeGoingOn &#8220;1&#8243;<br />
       C objectiveFadeTimeWaitOff &#8220;2&#8243;<br />
       C objectiveFadeTimeWaitOn &#8220;2&#8243;<br />
       C objectiveFadeTooClose &#8220;0.1&#8243;<br />
       C objectiveFadeTooFar &#8220;25&#8243;<br />
       C objectiveFontSize &#8220;0.6&#8243;<br />
       C objectiveHide &#8220;0&#8243;<br />
       C objectiveTextOffsetY &#8220;-5.33&#8243;<br />
       C onlinegame &#8220;0&#8243;<br />
         onlinegameandhost &#8220;0&#8243;<br />
         onlineunrankedgameandhost &#8220;0&#8243;<br />
         overrideNVGModelWithKnife &#8220;0&#8243;<br />
         packetDebug &#8220;0&#8243;<br />
       C painReverbDryLevel &#8220;0.5&#8243;<br />
       C painReverbRoomType &#8220;underwater&#8221;<br />
       C painReverbWetLevel &#8220;0.4&#8243;<br />
       C painVisionLerpOutRate &#8220;0.3&#8243;<br />
       C painVisionTriggerHealth &#8220;0.55&#8243;<br />
       C party_autoteams &#8220;1&#8243;<br />
         party_connectTimeout &#8220;1000&#8243;<br />
         party_connectToOthers &#8220;1&#8243;<br />
         party_currentSearchTier &#8220;2&#8243;<br />
         party_debug &#8220;0&#8243;<br />
         party_defaultSearchTier &#8220;2&#8243;<br />
         party_editingsettings &#8220;0&#8243;<br />
         party_firstSubpartyIndex &#8220;0&#8243;<br />
   R     party_gamesize &#8220;&#8221;<br />
         party_gameStartTimerLength &#8220;10&#8243;<br />
   R     party_gametype &#8220;&#8221;<br />
   R     party_host &#8220;0&#8243;<br />
         party_hostmigration &#8220;1&#8243;<br />
   R     party_hostname &#8220;&#8221;<br />
   R     party_IAmSelected &#8220;0&#8243;<br />
   R     party_kickplayerquestion &#8220;&#8221;<br />
         party_listFocus &#8220;0&#8243;<br />
   R     party_lobbyPlayerCount &#8220;&#8221;<br />
   R     party_mapname &#8220;&#8221;<br />
   R     party_mappacks &#8220;&#8221;<br />
         party_matchedPlayerCount &#8220;4&#8243;<br />
         party_maxplayers &#8220;16&#8243;<br />
         party_maxPrivatePartyPlayers &#8220;18&#8243;<br />
         party_maxSearchTier &#8220;6&#8243;<br />
         party_maxTeamDiff &#8220;1&#8243;<br />
   R     party_membersMissingMapPack &#8220;0&#8243;<br />
         party_minLobbyTime &#8220;60&#8243;<br />
         party_minplayers &#8220;2&#8243;<br />
         party_msPerTier &#8220;50&#8243;<br />
   R     party_partyPlayerCount &#8220;&#8221;<br />
   R     party_playervisible &#8220;0&#8243;<br />
         party_pregameStartTimerLength &#8220;5&#8243;<br />
         party_searchPauseTime &#8220;2000&#8243;<br />
         party_searchRandomDelay &#8220;500&#8243;<br />
         party_searchResultsLifetime &#8220;45000&#8243;<br />
         party_searchResultsMin &#8220;2000&#8243;<br />
   R     party_selectedIndex &#8220;0&#8243;<br />
   R     party_selectedIndexChangedTime &#8220;0&#8243;<br />
         party_statusString &#8220;&#8221;<br />
         party_teambased &#8220;1&#8243;<br />
         party_teamsVisible &#8220;0&#8243;<br />
         party_timer &#8220;0&#8243;<br />
         party_vetoButtonVisible &#8220;0&#8243;<br />
         party_vetoDelayTime &#8220;4&#8243;<br />
         party_vetoPassed &#8220;0&#8243;<br />
         party_vetoPercentRequired &#8220;0.501&#8243;<br />
         party_vetoStatus &#8220;&#8221;<br />
         partymigrate_broadcast_interval &#8220;200&#8243;<br />
         partymigrate_cpuBonusPing &#8220;25&#8243;<br />
         partymigrate_cpuBonusThreshold &#8220;0.5&#8243;<br />
         partymigrate_pingtest_retry &#8220;100&#8243;<br />
         partymigrate_pingtest_timeout &#8220;600&#8243;<br />
         partymigrate_selectiontime &#8220;1800&#8243;<br />
         partymigrate_timeout &#8220;8000&#8243;<br />
         partymigrate_timeoutmax &#8220;15000&#8243;<br />
  U      password &#8220;&#8221;<br />
         perk_armorPiercingDamage &#8220;40&#8243;<br />
         perk_blastShield &#8220;65&#8243;<br />
       C perk_bulletPenetrationMultiplier &#8220;2&#8243;<br />
       C perk_diveDistanceCheck &#8220;64&#8243;<br />
       C perk_diveGravityScale &#8220;0.75&#8243;<br />
       C perk_diveVelocity &#8220;250&#8243;<br />
       C perk_diveViewRollResetSpeed &#8220;4&#8243;<br />
       C perk_diveViewRollSpeed &#8220;0.5&#8243;<br />
       C perk_diveViewRollTarget &#8220;45&#8243;<br />
       C perk_extendedMagsMGAmmo &#8220;10&#8243;<br />
       C perk_extendedMagsPistolAmmo &#8220;5&#8243;<br />
       C perk_extendedMagsRifleAmmo &#8220;10&#8243;<br />
       C perk_extendedMagsSMGAmmo &#8220;10&#8243;<br />
       C perk_extendedMagsSpreadAmmo &#8220;5&#8243;<br />
       C perk_extendedMeleeRange &#8220;176&#8243;<br />
       C perk_extraBreath &#8220;5&#8243;<br />
       C perk_fastSnipeScale &#8220;2&#8243;<br />
       C perk_footstepVolumeAlly &#8220;0.25&#8243;<br />
       C perk_footstepVolumeEnemy &#8220;4&#8243;<br />
       C perk_footstepVolumePlayer &#8220;0.25&#8243;<br />
       C perk_grenadeDeath &#8220;frag_grenade_short_mp&#8221;<br />
       C perk_improvedExtraBreath &#8220;5&#8243;<br />
       C perk_lightWeightViewBobScale &#8220;0.75&#8243;<br />
       C perk_parabolicAngle &#8220;180&#8243;<br />
       C perk_parabolicIcon &#8220;specialty_parabolic&#8221;<br />
       C perk_parabolicRadius &#8220;400&#8243;<br />
       C perk_quickDrawSpeedScale &#8220;1.5&#8243;<br />
         perk_scavengerMode &#8220;0&#8243;<br />
       C perk_sprintMultiplier &#8220;2&#8243;<br />
       C perk_sprintRecoveryMultiplierActual &#8220;0.6&#8243;<br />
       C perk_sprintRecoveryMultiplierVisual &#8220;0.6&#8243;<br />
       C perk_weapRateMultiplier &#8220;0.75&#8243;<br />
       C perk_weapReloadMultiplier &#8220;0.5&#8243;<br />
       C perk_weapSpreadMultiplier &#8220;0.65&#8243;<br />
       C phys_autoDisableAngular &#8220;57&#8243;<br />
       C phys_autoDisableFastAngular &#8220;270&#8243;<br />
       C phys_autoDisableFastLinear &#8220;40&#8243;<br />
       C phys_autoDisableFastTime &#8220;0.5&#8243;<br />
       C phys_autoDisableLinear &#8220;20&#8243;<br />
       C phys_autoDisableTime &#8220;0.9&#8243;<br />
       C phys_bulletSpinScale &#8220;3&#8243;<br />
       C phys_bulletUpBias &#8220;0.5&#8243;<br />
         phys_cfm &#8220;0.0001&#8243;<br />
       C phys_collUseEntities &#8220;0&#8243;<br />
         phys_contact_cfm &#8220;1e-005&#8243;<br />
         phys_contact_cfm_ragdoll &#8220;0.001&#8243;<br />
       C phys_contact_cfm_vehicle &#8220;0.001&#8243;<br />
       C phys_contact_cfm_vehicleSoft &#8220;0.05&#8243;<br />
         phys_contact_erp &#8220;0.8&#8243;<br />
         phys_contact_erp_ragdoll &#8220;0.3&#8243;<br />
       C phys_contact_erp_vehicle &#8220;0.5&#8243;<br />
       C phys_contact_erp_vehicleSoft &#8220;0.05&#8243;<br />
       C phys_csl &#8220;0.3&#8243;<br />
       C phys_dragAngular &#8220;0.5&#8243;<br />
       C phys_dragLinear &#8220;0.03&#8243;<br />
         phys_drawAwake &#8220;0&#8243;<br />
         phys_drawCollisionObj &#8220;0&#8243;<br />
         phys_drawCollisionWorld &#8220;0&#8243;<br />
         phys_drawcontacts &#8220;0&#8243;<br />
         phys_drawDebugInfo &#8220;0&#8243;<br />
         phys_dumpcontacts &#8220;0&#8243;<br />
         phys_erp &#8220;0.8&#8243;<br />
       C phys_frictionScale &#8220;1&#8243;<br />
       C phys_gravity &#8220;-800&#8243;<br />
       C phys_gravity_ragdoll &#8220;-800&#8243;<br />
         phys_gravityChangeWakeupRadius &#8220;120&#8243;<br />
         phys_jitterMaxMass &#8220;200&#8243;<br />
         phys_joint_cfm &#8220;0.0001&#8243;<br />
         phys_joint_stop_cfm &#8220;0.0001&#8243;<br />
         phys_joint_stop_erp &#8220;0.8&#8243;<br />
       C phys_jointPullThreshold &#8220;4&#8243;<br />
         phys_mcv &#8220;20&#8243;<br />
         phys_mcv_ragdoll &#8220;1000&#8243;<br />
       C phys_mcv_vehicle &#8220;300&#8243;<br />
         phys_minImpactMomentum &#8220;250&#8243;<br />
       C phys_narrowObjMaxLength &#8220;4&#8243;<br />
       C phys_noIslands &#8220;0&#8243;<br />
       C phys_qsi &#8220;15&#8243;<br />
       C phys_reorderConst &#8220;1&#8243;<br />
       C physVeh_collideWithClipOnly &#8220;0&#8243;<br />
       C physVeh_explodeForce &#8220;800&#8243;<br />
       C physVeh_explodeSpinScale &#8220;3&#8243;<br />
       C physVeh_jump &#8220;0&#8243;<br />
       C physVeh_minImpactMomentum &#8220;17.6&#8243;<br />
       C physVeh_pathConstraintCfm &#8220;1e-006&#8243;<br />
       C physVeh_pathConstraintErp &#8220;0.8&#8243;<br />
       C physVeh_slideReductionForHighSpeed &#8220;0&#8243;<br />
       C physVeh_StepsPerFrame &#8220;3&#8243;<br />
       C player_adsExitDelay &#8220;0&#8243;<br />
       C player_backSpeedScale &#8220;0.7&#8243;<br />
       C player_breath_fire_delay &#8220;0&#8243;<br />
       C player_breath_gasp_lerp &#8220;6&#8243;<br />
       C player_breath_gasp_scale &#8220;4.5&#8243;<br />
       C player_breath_gasp_time &#8220;1&#8243;<br />
       C player_breath_hold_lerp &#8220;1&#8243;<br />
       C player_breath_hold_time &#8220;4.5&#8243;<br />
       C player_breath_snd_delay &#8220;1&#8243;<br />
       C player_breath_snd_lerp &#8220;2&#8243;<br />
       C player_burstFireCooldown &#8220;0.2&#8243;<br />
       C player_debugHealth &#8220;0&#8243;<br />
       C player_dmgtimer_flinchTime &#8220;500&#8243;<br />
       C player_dmgtimer_maxTime &#8220;750&#8243;<br />
       C player_dmgtimer_minScale &#8220;0&#8243;<br />
       C player_dmgtimer_stumbleTime &#8220;500&#8243;<br />
       C player_dmgtimer_timePerPoint &#8220;100&#8243;<br />
   R   C player_footstepsThreshhold &#8220;0&#8243;<br />
       C player_lastStandCrawlSpeedScale &#8220;0.2&#8243;<br />
       C player_lastStandDebug &#8220;0&#8243;<br />
       C player_lean_rotate_crouch_left &#8220;0.8&#8243;<br />
       C player_lean_rotate_crouch_right &#8220;0.3&#8243;<br />
       C player_lean_rotate_left &#8220;0.8&#8243;<br />
       C player_lean_rotate_right &#8220;0.4&#8243;<br />
       C player_lean_shift_crouch_left &#8220;4&#8243;<br />
       C player_lean_shift_crouch_right &#8220;15&#8243;<br />
       C player_lean_shift_left &#8220;5&#8243;<br />
       C player_lean_shift_right &#8220;9&#8243;<br />
       C player_meleeHeight &#8220;10&#8243;<br />
       C player_meleeRange &#8220;64&#8243;<br />
       C player_meleeWidth &#8220;10&#8243;<br />
       C player_move_factor_on_torso &#8220;0&#8243;<br />
   R   C player_moveThreshhold &#8220;10&#8243;<br />
       C player_runThreshhold &#8220;110&#8243;<br />
       C player_scopeExitOnDamage &#8220;0&#8243;<br />
       C player_spectateSpeedScale &#8220;1&#8243;<br />
       C player_sprintCameraBob &#8220;0.5&#8243;<br />
         player_sprintForwardMinimum &#8220;105&#8243;<br />
       C player_sprintMinTime &#8220;1&#8243;<br />
       C player_sprintRechargePause &#8220;0&#8243;<br />
       C player_sprintSpeedScale &#8220;1.5&#8243;<br />
       C player_sprintStrafeSpeedScale &#8220;0.667&#8243;<br />
       C player_sprintTime &#8220;4&#8243;<br />
       C player_sprintUnlimited &#8220;0&#8243;<br />
       C player_strafeAnimCosAngle &#8220;0.5&#8243;<br />
       C player_strafeSpeedScale &#8220;0.8&#8243;<br />
       C player_sustainAmmo &#8220;0&#8243;<br />
       C player_turnAnims &#8220;0&#8243;<br />
       C player_view_pitch_down &#8220;85&#8243;<br />
       C player_view_pitch_up &#8220;85&#8243;<br />
         playlist &#8220;0&#8243;<br />
         playlistFilename &#8220;playlists.info&#8221;<br />
         privateMatch_joinPassword &#8220;&#8221;<br />
         privateMatch_serverPassword &#8220;&#8221;<br />
       C profileMenuOption_blacklevel &#8220;0&#8243;<br />
       C profileMenuOption_gamma &#8220;0.8&#8243;<br />
       C profileMenuOption_safeAreaHorz &#8220;0.85&#8243;<br />
       C profileMenuOption_safeAreaVert &#8220;0.85&#8243;<br />
       C profileMenuOption_volume &#8220;0.8&#8243;<br />
 S R     protocol &#8220;134&#8243;<br />
     A   r_aaAlpha &#8220;dither (fast)&#8221;<br />
     AL  r_aaMaxQuality &#8220;0&#8243;<br />
     AL  r_aaSamples &#8220;2&#8243;<br />
     AL  r_altModelLightingUpdate &#8220;0&#8243;<br />
     AL  r_aspectRatio &#8220;auto&#8221;<br />
       C r_atlasAnimFPS &#8220;15&#8243;<br />
     A   r_autopriority &#8220;0&#8243;<br />
     A   r_blacklevel &#8220;0&#8243;<br />
       C r_blur &#8220;0&#8243;<br />
       C r_brightness &#8220;0&#8243;<br />
         r_cacheModelLighting &#8220;1&#8243;<br />
         r_cacheSModelLighting &#8220;1&#8243;<br />
         r_clear &#8220;never&#8221;<br />
         r_clearColor &#8220;0 0 0 0&#8243;<br />
         r_clearColor2 &#8220;0 0 0 0&#8243;<br />
       C r_colorMap &#8220;Unchanged&#8221;<br />
       C r_contrast &#8220;1&#8243;<br />
     AL  r_customMode &#8220;&#8221;<br />
     A   r_debugLineWidth &#8220;1&#8243;<br />
       C r_debugShader &#8220;none&#8221;<br />
     A   r_depthPrepass &#8220;None&#8221;<br />
       C r_desaturation &#8220;1&#8243;<br />
         r_detail &#8220;1&#8243;<br />
       C r_detailMap &#8220;Unchanged&#8221;<br />
       C r_diffuseColorScale &#8220;1&#8243;<br />
     AL  r_displayRefresh &#8220;60 Hz&#8221;<br />
     A   r_distortion &#8220;1&#8243;<br />
     A   r_dlightLimit &#8220;4&#8243;<br />
       C r_dof_bias &#8220;0.5&#8243;<br />
     A   r_dof_enable &#8220;1&#8243;<br />
       C r_dof_farBlur &#8220;1.8&#8243;<br />
       C r_dof_farEnd &#8220;7000&#8243;<br />
       C r_dof_farStart &#8220;1000&#8243;<br />
       C r_dof_nearBlur &#8220;6&#8243;<br />
       C r_dof_nearEnd &#8220;60&#8243;<br />
       C r_dof_nearStart &#8220;10&#8243;<br />
       C r_dof_tweak &#8220;0&#8243;<br />
       C r_dof_viewModelEnd &#8220;8&#8243;<br />
       C r_dof_viewModelStart &#8220;2&#8243;<br />
       C r_dpvsFilterDebug &#8220;0&#8243;<br />
       C r_drawDecals &#8220;1&#8243;<br />
     A   r_drawSun &#8220;1&#8243;<br />
     A   r_drawWater &#8220;1&#8243;<br />
         r_envMapExponent &#8220;5&#8243;<br />
         r_envMapMaxIntensity &#8220;0.5&#8243;<br />
         r_envMapMinIntensity &#8220;0.2&#8243;<br />
         r_envMapOverride &#8220;0&#8243;<br />
         r_envMapSunIntensity &#8220;2&#8243;<br />
     A   r_fastSkin &#8220;0&#8243;<br />
       C r_filmAltShader &#8220;1&#8243;<br />
         r_filmTweakBrightness &#8220;0&#8243;<br />
         r_filmTweakContrast &#8220;1.4&#8243;<br />
         r_filmTweakDarkTint &#8220;0.7 0.85 1&#8243;<br />
         r_filmTweakDesaturation &#8220;0.2&#8243;<br />
         r_filmTweakDesaturationDark &#8220;0.2&#8243;<br />
         r_filmTweakEnable &#8220;0&#8243;<br />
         r_filmTweakInvert &#8220;0&#8243;<br />
         r_filmTweakLightTint &#8220;1.1 1.05 0.85&#8243;<br />
         r_filmTweakMediumTint &#8220;0.9 1 0.9&#8243;<br />
       C r_filmUseTweaks &#8220;0&#8243;<br />
      L  r_floatz &#8220;1&#8243;<br />
       C r_fog &#8220;1&#8243;<br />
       C r_forceLod &#8220;none&#8221;<br />
       C r_fullbright &#8220;0&#8243;<br />
     AL  r_fullscreen &#8220;0&#8243;<br />
     A   r_gamma &#8220;0.8&#8243;<br />
       C r_glow &#8220;1&#8243;<br />
     A   r_glow_allowed &#8220;1&#8243;<br />
         r_glow_allowed_script_forced &#8220;0&#8243;<br />
       C r_glowTweakBloomCutoff &#8220;0.5&#8243;<br />
       C r_glowTweakBloomDesaturation &#8220;0&#8243;<br />
       C r_glowTweakBloomIntensity0 &#8220;1&#8243;<br />
       C r_glowTweakEnable &#8220;0&#8243;<br />
       C r_glowTweakRadius0 &#8220;5&#8243;<br />
       C r_glowUseTweaks &#8220;0&#8243;<br />
         r_gpuSync &#8220;off&#8221;<br />
         r_heroLighting &#8220;1&#8243;<br />
       C r_highLodDist &#8220;-1&#8243;<br />
         r_ignore &#8220;0&#8243;<br />
     AL  r_ignorehwgamma &#8220;0&#8243;<br />
     A   r_inGameVideo &#8220;1&#8243;<br />
         r_lightCacheLessFrequentMaxDistance &#8220;64&#8243;<br />
         r_lightCacheLessFrequentPeriod &#8220;10&#8243;<br />
         r_lightGridContrast &#8220;0&#8243;<br />
         r_lightGridEnableTweaks &#8220;0&#8243;<br />
         r_lightGridIntensity &#8220;1&#8243;<br />
         r_lightGridUseTweakedValues &#8220;1&#8243;<br />
       C r_lightMap &#8220;Unchanged&#8221;<br />
      L  r_loadForRenderer &#8220;1&#8243;<br />
       C r_lockPvs &#8220;0&#8243;<br />
     A   r_lodBiasRigid &#8220;0&#8243;<br />
     A   r_lodBiasSkinned &#8220;0&#8243;<br />
     A   r_lodScaleRigid &#8220;1&#8243;<br />
     A   r_lodScaleSkinned &#8220;1&#8243;<br />
       C r_lowestLodDist &#8220;-1&#8243;<br />
       C r_lowLodDist &#8220;-1&#8243;<br />
       C r_mediumLodDist &#8220;-1&#8243;<br />
     AL  r_mode &#8220;1024&#215;768&#8243;<br />
      LC r_modelVertColor &#8220;1&#8243;<br />
     AL  r_monitor &#8220;0&#8243;<br />
     A   r_multiGpu &#8220;0&#8243;<br />
         r_normal &#8220;1&#8243;<br />
       C r_normalMap &#8220;Unchanged&#8221;<br />
         r_outdoor &#8220;1&#8243;<br />
         r_outdoorFeather &#8220;8&#8243;<br />
     A   r_picmip &#8220;0&#8243;<br />
     A   r_picmip_bump &#8220;0&#8243;<br />
     A   r_picmip_manual &#8220;0&#8243;<br />
     A   r_picmip_spec &#8220;0&#8243;<br />
     AL  r_picmip_water &#8220;0&#8243;<br />
     A   r_polygonOffsetBias &#8220;-1&#8243;<br />
     A   r_polygonOffsetScale &#8220;-1&#8243;<br />
     A   r_portalBevels &#8220;0.7&#8243;<br />
         r_portalBevelsOnly &#8220;0&#8243;<br />
         r_portalMinClipArea &#8220;0.02&#8243;<br />
       C r_portalMinRecurseDepth &#8220;2&#8243;<br />
       C r_portalWalkLimit &#8220;0&#8243;<br />
     AL  r_preloadShaders &#8220;0&#8243;<br />
         r_pretess &#8220;1&#8243;<br />
       C r_primaryLightTweakDiffuseStrength &#8220;1&#8243;<br />
       C r_primaryLightTweakSpecularStrength &#8220;1&#8243;<br />
       C r_primaryLightUseTweaks &#8220;0&#8243;<br />
         r_reflectionProbeGenerate &#8220;0&#8243;<br />
         r_reflectionProbeGenerateExit &#8220;0&#8243;<br />
         r_reflectionProbeRegenerateAll &#8220;0&#8243;<br />
   R     r_rendererInUse &#8220;Shader model 3.0&#8243;<br />
     AL  r_rendererPreference &#8220;Default&#8221;<br />
       C r_resampleScene &#8220;1&#8243;<br />
       C r_scaleViewport &#8220;1&#8243;<br />
       C r_showFbColorDebug &#8220;None&#8221;<br />
       C r_showFloatZDebug &#8220;0&#8243;<br />
       C r_showLightGrid &#8220;0&#8243;<br />
       C r_showMissingLightGrid &#8220;0&#8243;<br />
       C r_showPortals &#8220;0&#8243;<br />
       C r_showPortalsOverview &#8220;0&#8243;<br />
       C r_singleCell &#8220;0&#8243;<br />
       C r_skipPvs &#8220;0&#8243;<br />
         r_smc_enable &#8220;1&#8243;<br />
         r_smc_optimize &#8220;1&#8243;<br />
         r_smp_backend &#8220;1&#8243;<br />
         r_smp_worker &#8220;1&#8243;<br />
         r_smp_worker_thread0 &#8220;1&#8243;<br />
         r_smp_worker_thread1 &#8220;1&#8243;<br />
     A   r_specular &#8220;1&#8243;<br />
       C r_specularColorScale &#8220;2.5&#8243;<br />
       C r_specularMap &#8220;Unchanged&#8221;<br />
       C r_spotLightBrightness &#8220;14&#8243;<br />
       C r_spotLightEndRadius &#8220;196&#8243;<br />
       C r_spotLightEntityShadows &#8220;1&#8243;<br />
       C r_spotLightExponent &#8220;2&#8243;<br />
       C r_spotLightFovInnerFraction &#8220;0.5&#8243;<br />
       C r_spotLightMaxLength &#8220;5000&#8243;<br />
       C r_spotLightShadows &#8220;1&#8243;<br />
       C r_spotLightSModelShadows &#8220;1&#8243;<br />
       C r_spotLightStartRadius &#8220;36&#8243;<br />
         r_sse_skinning &#8220;1&#8243;<br />
       C r_subwindow &#8220;0 1 0 1&#8243;<br />
       C r_sun_from_dvars &#8220;0&#8243;<br />
         r_sun_fx_position &#8220;0 0 0&#8243;<br />
         r_sunblind_fadein &#8220;0.5&#8243;<br />
         r_sunblind_fadeout &#8220;3&#8243;<br />
         r_sunblind_max_angle &#8220;5&#8243;<br />
         r_sunblind_max_darken &#8220;0.75&#8243;<br />
         r_sunblind_min_angle &#8220;30&#8243;<br />
         r_sunflare_fadein &#8220;1&#8243;<br />
         r_sunflare_fadeout &#8220;1&#8243;<br />
         r_sunflare_max_alpha &#8220;1&#8243;<br />
         r_sunflare_max_angle &#8220;2&#8243;<br />
         r_sunflare_max_size &#8220;2500&#8243;<br />
         r_sunflare_min_angle &#8220;45&#8243;<br />
         r_sunflare_min_size &#8220;0&#8243;<br />
         r_sunflare_shader &#8220;sun_flare&#8221;<br />
         r_sunglare_fadein &#8220;0.5&#8243;<br />
         r_sunglare_fadeout &#8220;3&#8243;<br />
         r_sunglare_max_angle &#8220;5&#8243;<br />
         r_sunglare_max_lighten &#8220;0.75&#8243;<br />
         r_sunglare_min_angle &#8220;30&#8243;<br />
         r_sunsprite_shader &#8220;sun&#8221;<br />
         r_sunsprite_size &#8220;16&#8243;<br />
     A   r_texFilterAnisoMax &#8220;4&#8243;<br />
     A   r_texFilterAnisoMin &#8220;1&#8243;<br />
       C r_texFilterDisable &#8220;0&#8243;<br />
       C r_texFilterMipBias &#8220;0&#8243;<br />
     A   r_texFilterMipMode &#8220;Unchanged&#8221;<br />
      L  r_useLayeredMaterials &#8220;0&#8243;<br />
      L  r_vc_makelog &#8220;0&#8243;<br />
         r_vc_showlog &#8220;0&#8243;<br />
     AL  r_vsync &#8220;0&#8243;<br />
         r_warningRepeatDelay &#8220;5&#8243;<br />
       C r_zfar &#8220;0&#8243;<br />
     A   r_zFeather &#8220;1&#8243;<br />
       C r_znear &#8220;4&#8243;<br />
       C r_znear_depthhack &#8220;0.1&#8243;<br />
       C radarjamDistMax &#8220;800&#8243;<br />
       C radarjamDistMin &#8220;350&#8243;<br />
       C radarjamSinCurve &#8220;0&#8243;<br />
       C ragdoll_baselerp_time &#8220;1000&#8243;<br />
       C ragdoll_bullet_force &#8220;500&#8243;<br />
       C ragdoll_bullet_upbias &#8220;0.5&#8243;<br />
       C ragdoll_debug &#8220;0&#8243;<br />
         ragdoll_dump_anims &#8220;0&#8243;<br />
     A   ragdoll_enable &#8220;1&#8243;<br />
       C ragdoll_explode_force &#8220;18000&#8243;<br />
       C ragdoll_explode_upbias &#8220;0.8&#8243;<br />
       C ragdoll_exploding_bullet_force &#8220;5000&#8243;<br />
       C ragdoll_exploding_bullet_upbias &#8220;0.8&#8243;<br />
       C ragdoll_fps &#8220;20&#8243;<br />
         ragdoll_idle_min_velsq &#8220;2&#8243;<br />
       C ragdoll_jitter_scale &#8220;1&#8243;<br />
       C ragdoll_jointlerp_time &#8220;3000&#8243;<br />
       C ragdoll_max_life &#8220;4500&#8243;<br />
     A   ragdoll_max_simulating &#8220;16&#8243;<br />
         ragdoll_max_stretch_pct &#8220;10&#8243;<br />
       C ragdoll_rotvel_scale &#8220;1&#8243;<br />
       C ragdoll_self_collision_scale &#8220;1.2&#8243;<br />
         ragdoll_stretch_iters &#8220;10&#8243;<br />
  U  A   rate &#8220;25000&#8243;<br />
         reliableResendTime &#8220;300&#8243;<br />
         reliableTimeoutTime &#8220;20000&#8243;<br />
       C RemoteCameraSounds_DryLevel &#8220;0.1&#8243;<br />
       C RemoteCameraSounds_RoomType &#8220;underwater&#8221;<br />
       C RemoteCameraSounds_WetLevel &#8220;0.5&#8243;<br />
         requireOpenNat &#8220;1&#8243;<br />
   R     safeArea_adjusted_horizontal &#8220;1&#8243;<br />
   R     safeArea_adjusted_vertical &#8220;1&#8243;<br />
       C safeArea_horizontal &#8220;0.85&#8243;<br />
       C safeArea_vertical &#8220;0.85&#8243;<br />
         scr_airdrop_ac130 &#8220;3&#8243;<br />
         scr_airdrop_ammo &#8220;17&#8243;<br />
         scr_airdrop_counter_uav &#8220;15&#8243;<br />
         scr_airdrop_emp &#8220;1&#8243;<br />
         scr_airdrop_harrier_airstrike &#8220;7&#8243;<br />
         scr_airdrop_helicopter &#8220;7&#8243;<br />
         scr_airdrop_helicopter_flares &#8220;5&#8243;<br />
         scr_airdrop_helicopter_minigun &#8220;3&#8243;<br />
         scr_airdrop_mega_ac130 &#8220;2&#8243;<br />
         scr_airdrop_mega_ammo &#8220;12&#8243;<br />
         scr_airdrop_mega_counter_uav &#8220;16&#8243;<br />
         scr_airdrop_mega_emp &#8220;0&#8243;<br />
         scr_airdrop_mega_harrier_airstrike &#8220;5&#8243;<br />
         scr_airdrop_mega_helicopter &#8220;5&#8243;<br />
         scr_airdrop_mega_helicopter_flares &#8220;3&#8243;<br />
         scr_airdrop_mega_helicopter_minigun &#8220;2&#8243;<br />
         scr_airdrop_mega_nuke &#8220;0&#8243;<br />
         scr_airdrop_mega_precision_airstrike &#8220;10&#8243;<br />
         scr_airdrop_mega_predator_missile &#8220;14&#8243;<br />
         scr_airdrop_mega_sentry &#8220;16&#8243;<br />
         scr_airdrop_mega_stealth_airstrike &#8220;3&#8243;<br />
         scr_airdrop_mega_uav &#8220;12&#8243;<br />
         scr_airdrop_nuke &#8220;0&#8243;<br />
         scr_airdrop_precision_airstrike &#8220;11&#8243;<br />
         scr_airdrop_predator_missile &#8220;12&#8243;<br />
         scr_airdrop_sentry &#8220;12&#8243;<br />
         scr_airdrop_stealth_airstrike &#8220;5&#8243;<br />
         scr_airdrop_uav &#8220;17&#8243;<br />
         scr_arena_numlives &#8220;1&#8243;<br />
         scr_arena_promode &#8220;0&#8243;<br />
         scr_arena_roundlimit &#8220;0&#8243;<br />
         scr_arena_roundswitch &#8220;3&#8243;<br />
         scr_arena_scorelimit &#8220;1&#8243;<br />
         scr_arena_timelimit &#8220;2.5&#8243;<br />
         scr_arena_winlimit &#8220;4&#8243;<br />
         scr_ctf_halftime &#8220;1&#8243;<br />
         scr_ctf_numlives &#8220;0&#8243;<br />
         scr_ctf_playerrespawndelay &#8220;0&#8243;<br />
         scr_ctf_promode &#8220;0&#8243;<br />
         scr_ctf_returntime &#8220;30&#8243;<br />
         scr_ctf_roundlimit &#8220;1&#8243;<br />
         scr_ctf_scorelimit &#8220;0&#8243;<br />
         scr_ctf_timelimit &#8220;10&#8243;<br />
         scr_ctf_waverespawndelay &#8220;10&#8243;<br />
         scr_ctf_winlimit &#8220;1&#8243;<br />
         scr_dd_addtime &#8220;2.5&#8243;<br />
         scr_dd_bombtimer &#8220;45&#8243;<br />
         scr_dd_defusetime &#8220;5&#8243;<br />
         scr_dd_numlives &#8220;0&#8243;<br />
         scr_dd_planttime &#8220;5&#8243;<br />
         scr_dd_playerrespawndelay &#8220;0&#8243;<br />
         scr_dd_promode &#8220;0&#8243;<br />
         scr_dd_roundlimit &#8220;3&#8243;<br />
         scr_dd_roundswitch &#8220;1&#8243;<br />
         scr_dd_scorelimit &#8220;1&#8243;<br />
         scr_dd_timelimit &#8220;2.5&#8243;<br />
         scr_dd_waverespawndelay &#8220;0&#8243;<br />
         scr_dd_winlimit &#8220;2&#8243;<br />
         scr_diehard &#8220;0&#8243;<br />
         scr_dm_numlives &#8220;0&#8243;<br />
         scr_dm_playerrespawndelay &#8220;0&#8243;<br />
         scr_dm_promode &#8220;0&#8243;<br />
         scr_dm_roundlimit &#8220;1&#8243;<br />
         scr_dm_scorelimit &#8220;1500&#8243;<br />
         scr_dm_timelimit &#8220;10&#8243;<br />
         scr_dm_waverespawndelay &#8220;0&#8243;<br />
         scr_dm_winlimit &#8220;1&#8243;<br />
         scr_dom_numlives &#8220;0&#8243;<br />
         scr_dom_playerrespawndelay &#8220;0&#8243;<br />
         scr_dom_promode &#8220;0&#8243;<br />
         scr_dom_roundlimit &#8220;1&#8243;<br />
         scr_dom_scorelimit &#8220;200&#8243;<br />
         scr_dom_timelimit &#8220;0&#8243;<br />
         scr_dom_waverespawndelay &#8220;0&#8243;<br />
         scr_dom_winlimit &#8220;1&#8243;<br />
         scr_explBulletMod &#8220;1&#8243;<br />
         scr_game_allowkillcam &#8220;1&#8243;<br />
         scr_game_deathpointloss &#8220;0&#8243;<br />
         scr_game_forceuav &#8220;0&#8243;<br />
         scr_game_graceperiod &#8220;0&#8243;<br />
         scr_game_hardpoints &#8220;1&#8243;<br />
         scr_game_killstreakdelay &#8220;0&#8243;<br />
         scr_game_onlyheadshots &#8220;0&#8243;<br />
         scr_game_perks &#8220;1&#8243;<br />
         scr_game_spectatetype &#8220;1&#8243;<br />
         scr_game_suicidepointloss &#8220;0&#8243;<br />
         scr_gtnw_numlives &#8220;0&#8243;<br />
         scr_gtnw_playerrespawndelay &#8220;0&#8243;<br />
         scr_gtnw_promode &#8220;0&#8243;<br />
         scr_gtnw_roundlimit &#8220;1&#8243;<br />
         scr_gtnw_roundswitch &#8220;0&#8243;<br />
         scr_gtnw_scorelimit &#8220;101&#8243;<br />
         scr_gtnw_timelimit &#8220;10&#8243;<br />
         scr_gtnw_waverespawndelay &#8220;0&#8243;<br />
         scr_gtnw_winlimit &#8220;1&#8243;<br />
         scr_hardcore &#8220;0&#8243;<br />
         scr_hardpoint_allowartillery &#8220;1&#8243;<br />
         scr_hardpoint_allowhelicopter &#8220;1&#8243;<br />
         scr_hardpoint_allowuav &#8220;1&#8243;<br />
         scr_koth_numlives &#8220;0&#8243;<br />
         scr_koth_playerrespawndelay &#8220;0&#8243;<br />
         scr_koth_promode &#8220;0&#8243;<br />
         scr_koth_roundlimit &#8220;1&#8243;<br />
         scr_koth_roundswitch &#8220;1&#8243;<br />
         scr_koth_scorelimit &#8220;250&#8243;<br />
         scr_koth_timelimit &#8220;15&#8243;<br />
         scr_koth_waverespawndelay &#8220;0&#8243;<br />
         scr_koth_winlimit &#8220;1&#8243;<br />
         scr_maxPerPlayerExplosives &#8220;2&#8243;<br />
         scr_nukeCancelMode &#8220;0&#8243;<br />
         scr_nukeTimer &#8220;10&#8243;<br />
         scr_oldschool &#8220;0&#8243;<br />
         scr_oneflag_numlives &#8220;0&#8243;<br />
         scr_oneflag_playerrespawndelay &#8220;0&#8243;<br />
         scr_oneflag_promode &#8220;0&#8243;<br />
         scr_oneflag_roundlimit &#8220;0&#8243;<br />
         scr_oneflag_roundswitch &#8220;3&#8243;<br />
         scr_oneflag_scorelimit &#8220;1&#8243;<br />
         scr_oneflag_timelimit &#8220;3&#8243;<br />
         scr_oneflag_waverespawndelay &#8220;0&#8243;<br />
         scr_oneflag_winlimit &#8220;4&#8243;<br />
         scr_patientZero &#8220;&#8221;<br />
         scr_player_forcerespawn &#8220;1&#8243;<br />
         scr_player_healthregentime &#8220;5&#8243;<br />
         scr_player_maxhealth &#8220;100&#8243;<br />
         scr_player_numlives &#8220;0&#8243;<br />
         scr_player_respawndelay &#8220;0&#8243;<br />
         scr_player_sprinttime &#8220;4&#8243;<br />
         scr_player_suicidespawndelay &#8220;0&#8243;<br />
         scr_RequiredMapAspectratio &#8220;1&#8243;<br />
         scr_restxp_cap &#8220;0.5&#8243;<br />
         scr_restxp_enable &#8220;0&#8243;<br />
         scr_restxp_levelsPerDay &#8220;0.5&#8243;<br />
         scr_restxp_minRestTime &#8220;4&#8243;<br />
         scr_restxp_restedAwardScale &#8220;0.5&#8243;<br />
         scr_restxp_timescale &#8220;1&#8243;<br />
         scr_riotShieldXPBullets &#8220;15&#8243;<br />
         scr_sab_bombtimer &#8220;30&#8243;<br />
         scr_sab_defusetime &#8220;5&#8243;<br />
         scr_sab_hotpotato &#8220;0&#8243;<br />
         scr_sab_numlives &#8220;0&#8243;<br />
         scr_sab_planttime &#8220;2.5&#8243;<br />
         scr_sab_playerrespawndelay &#8220;7.5&#8243;<br />
         scr_sab_promode &#8220;0&#8243;<br />
         scr_sab_roundlimit &#8220;1&#8243;<br />
         scr_sab_roundswitch &#8220;1&#8243;<br />
         scr_sab_scorelimit &#8220;0&#8243;<br />
         scr_sab_timelimit &#8220;20&#8243;<br />
         scr_sab_waverespawndelay &#8220;0&#8243;<br />
         scr_sab_winlimit &#8220;1&#8243;<br />
         scr_sd_bombtimer &#8220;45&#8243;<br />
         scr_sd_defusetime &#8220;5&#8243;<br />
         scr_sd_multibomb &#8220;0&#8243;<br />
         scr_sd_numlives &#8220;1&#8243;<br />
         scr_sd_planttime &#8220;5&#8243;<br />
         scr_sd_playerrespawndelay &#8220;0&#8243;<br />
         scr_sd_promode &#8220;0&#8243;<br />
         scr_sd_roundlimit &#8220;0&#8243;<br />
         scr_sd_roundswitch &#8220;3&#8243;<br />
         scr_sd_scorelimit &#8220;1&#8243;<br />
         scr_sd_timelimit &#8220;2.5&#8243;<br />
         scr_sd_waverespawndelay &#8220;0&#8243;<br />
         scr_sd_winlimit &#8220;4&#8243;<br />
         scr_team_fftype &#8220;0&#8243;<br />
         scr_team_kickteamkillers &#8220;0&#8243;<br />
         scr_team_respawntime &#8220;0&#8243;<br />
         scr_team_teamkillpointloss &#8220;1&#8243;<br />
         scr_team_teamkillspawndelay &#8220;20&#8243;<br />
         scr_thirdPerson &#8220;0&#8243;<br />
         scr_tispawndelay &#8220;0&#8243;<br />
         scr_vip_numlives &#8220;0&#8243;<br />
         scr_vip_promode &#8220;0&#8243;<br />
         scr_vip_roundlimit &#8220;3&#8243;<br />
         scr_vip_roundswitch &#8220;1&#8243;<br />
         scr_vip_scorelimit &#8220;1&#8243;<br />
         scr_vip_timelimit &#8220;2.5&#8243;<br />
         scr_vip_winlimit &#8220;2&#8243;<br />
         scr_war_numlives &#8220;0&#8243;<br />
         scr_war_playerrespawndelay &#8220;0&#8243;<br />
         scr_war_promode &#8220;0&#8243;<br />
         scr_war_roundlimit &#8220;1&#8243;<br />
         scr_war_scorelimit &#8220;7500&#8243;<br />
         scr_war_timelimit &#8220;10&#8243;<br />
         scr_war_waverespawndelay &#8220;0&#8243;<br />
         scr_war_winlimit &#8220;1&#8243;<br />
         scr_xpscale &#8220;1&#8243;<br />
     A   sensitivity &#8220;5&#8243;<br />
         sentry_placement_debug &#8220;0&#8243;<br />
         sentry_placement_feet_offset &#8220;17 20 10&#8243;<br />
         sentry_placement_feet_trace_dist_z &#8220;20&#8243;<br />
         sentry_placement_trace_dist &#8220;42&#8243;<br />
         sentry_placement_trace_min_normal &#8220;0.7&#8243;<br />
         sentry_placement_trace_pitch &#8220;20&#8243;<br />
         sentry_placement_trace_radius &#8220;30&#8243;<br />
         sentry_placement_trace_radius_canon_safety &#8220;5&#8243;<br />
     A   server1 &#8220;&#8221;<br />
     A   server10 &#8220;&#8221;<br />
     A   server11 &#8220;&#8221;<br />
     A   server12 &#8220;&#8221;<br />
     A   server13 &#8220;&#8221;<br />
     A   server14 &#8220;&#8221;<br />
     A   server15 &#8220;&#8221;<br />
     A   server16 &#8220;&#8221;<br />
     A   server2 &#8220;&#8221;<br />
     A   server3 &#8220;&#8221;<br />
     A   server4 &#8220;&#8221;<br />
     A   server5 &#8220;&#8221;<br />
     A   server6 &#8220;&#8221;<br />
     A   server7 &#8220;&#8221;<br />
     A   server8 &#8220;&#8221;<br />
     A   server9 &#8220;&#8221;<br />
         session_immediateDeleteTinySessions &#8220;0&#8243;<br />
   R     session_nonblocking &#8220;1&#8243;<br />
       C shieldImpactBulletShakeDuration &#8220;500&#8243;<br />
       C shieldImpactBulletShakeScale &#8220;0.35&#8243;<br />
       C shieldImpactExplosionHighShakeDuration &#8220;1250&#8243;<br />
       C shieldImpactExplosionHighShakeScale &#8220;0.5&#8243;<br />
       C shieldImpactExplosionLowShakeDuration &#8220;800&#8243;<br />
       C shieldImpactExplosionLowShakeScale &#8220;0.4&#8243;<br />
       C shieldImpactExplosionThreshold &#8220;85&#8243;<br />
       C shieldImpactMissileShakeDuration &#8220;1500&#8243;<br />
       C shieldImpactMissileShakeScale &#8220;0.5&#8243;<br />
 S R     shortversion &#8220;1.0&#8243;<br />
         showdrop &#8220;0&#8243;<br />
         showpackets &#8220;0&#8243;<br />
     A   sm_enable &#8220;1&#8243;<br />
       C sm_fastSunShadow &#8220;1&#8243;<br />
         sm_lightScore_eyeProjectDist &#8220;64&#8243;<br />
         sm_lightScore_spotProjectFrac &#8220;0.125&#8243;<br />
     A   sm_maxLights &#8220;4&#8243;<br />
         sm_minSpotLightScore &#8220;0.5&#8243;<br />
         sm_polygonOffsetBias &#8220;0.125&#8243;<br />
         sm_polygonOffsetScale &#8220;2&#8243;<br />
       C sm_qualitySpotShadow &#8220;1&#8243;<br />
       C sm_spotDistCull &#8220;1&#8243;<br />
       C sm_spotEnable &#8220;1&#8243;<br />
       C sm_spotLimit &#8220;4&#8243;<br />
         sm_spotShadowFadeTime &#8220;1&#8243;<br />
       C sm_strictCull &#8220;1&#8243;<br />
       C sm_sunEnable &#8220;1&#8243;<br />
       C sm_sunSampleSizeNear &#8220;0.25&#8243;<br />
       C sm_sunShadowCenter &#8220;0 0 0&#8243;<br />
       C sm_sunShadowScale &#8220;1&#8243;<br />
     A   sm_sunShadowScaleLocked &#8220;1&#8243;<br />
  U  A   snaps &#8220;20&#8243;<br />
     A   snd_cinematicVolumeScale &#8220;0.5&#8243;<br />
       C snd_draw3D &#8220;Off&#8221;<br />
         snd_drawInfo &#8220;None&#8221;<br />
       C snd_enable2D &#8220;1&#8243;<br />
       C snd_enable3D &#8220;1&#8243;<br />
     A   snd_enableEq &#8220;1&#8243;<br />
       C snd_enableReverb &#8220;1&#8243;<br />
       C snd_enableStream &#8220;1&#8243;<br />
     A   snd_errorOnMissing &#8220;0&#8243;<br />
     AL  snd_khz &#8220;44&#8243;<br />
       C snd_levelFadeTime &#8220;250&#8243;<br />
     AL  snd_outputConfiguration &#8220;Windows default&#8221;<br />
       C snd_slaveFadeTime &#8220;500&#8243;<br />
     A   snd_touchStreamFilesOnLoad &#8220;0&#8243;<br />
     A   snd_volume &#8220;0.8&#8243;<br />
   R     splitscreen &#8220;0&#8243;<br />
         stat_version &#8220;10&#8243;<br />
       C stopspeed &#8220;100&#8243;<br />
         stringtable_debug &#8220;0&#8243;<br />
 S       sv_allowAnonymous &#8220;0&#8243;<br />
 S       sv_allowClientConsole &#8220;1&#8243;<br />
     A   sv_allowDownload &#8220;1&#8243;<br />
         sv_allowedClan1 &#8220;&#8221;<br />
         sv_allowedClan2 &#8220;&#8221;<br />
    I    sv_cheats &#8220;0&#8243;<br />
         sv_clientArchive &#8220;1&#8243;<br />
         sv_clientSideBullets &#8220;1&#8243;<br />
         sv_connectTimeout &#8220;120&#8243;<br />
         sv_debugRate &#8220;0&#8243;<br />
         sv_debugReliableCmds &#8220;0&#8243;<br />
 S   A   sv_floodProtect &#8220;1&#8243;<br />
 S   A   sv_hostname &#8220;CoD4Host&#8221;<br />
         sv_hugeSnapshotDelay &#8220;200&#8243;<br />
         sv_hugeSnapshotSize &#8220;4000&#8243;<br />
   R     sv_iwdNames &#8220;&#8221;<br />
   R     sv_iwds &#8220;&#8221;<br />
         sv_kickBanTime &#8220;300&#8243;<br />
         sv_mapRotation &#8220;&#8221;<br />
         sv_mapRotationCurrent &#8220;&#8221;<br />
 S   AL  sv_maxclients &#8220;18&#8243;<br />
 S   A   sv_maxPing &#8220;0&#8243;<br />
 S   A   sv_maxRate &#8220;25000&#8243;<br />
 S   A   sv_minPing &#8220;0&#8243;<br />
       C sv_network_fps &#8220;50&#8243;<br />
         sv_packet_info &#8220;0&#8243;<br />
         sv_padPackets &#8220;0&#8243;<br />
   R     sv_paused &#8220;0&#8243;<br />
 S       sv_privateClients &#8220;0&#8243;<br />
 S       sv_privateClientsForClients &#8220;0&#8243;<br />
         sv_privatePassword &#8220;&#8221;<br />
 S       sv_pure &#8220;1&#8243;<br />
     A   sv_reconnectlimit &#8220;3&#8243;<br />
   R     sv_referencedFFCheckSums &#8220;&#8221;<br />
   R     sv_referencedFFNames &#8220;&#8221;<br />
   R     sv_referencedIwdNames &#8220;&#8221;<br />
   R     sv_referencedIwds &#8220;&#8221;<br />
         sv_rejoinTimeout &#8220;5&#8243;<br />
   R     sv_running &#8220;0&#8243;<br />
         sv_showAverageBPS &#8220;0&#8243;<br />
         sv_timeout &#8220;20&#8243;<br />
         sv_voiceQuality &#8220;3&#8243;<br />
         sv_zombietime &#8220;2&#8243;<br />
    IA   sys_configSum &#8220;230111639&#8243;<br />
    IA   sys_configureGHz &#8220;18.5691&#8243;<br />
   R     sys_cpuGHz &#8220;2.67277&#8243;<br />
   R     sys_cpuName &#8220;Intel(R) Core(TM) i7 CPU         920  @<br />
    IA   sys_gpu &#8220;ATI Radeon HD 4800 Series&#8221;<br />
         sys_lockThreads &#8220;none&#8221;<br />
         sys_quitMigrateTime &#8220;15000&#8243;<br />
    I    sys_smp_allowed &#8220;1&#8243;<br />
   R     sys_SSE &#8220;1&#8243;<br />
    IA   sys_sysMB &#8220;2048&#8243;<br />
   R     systemlink &#8220;0&#8243;<br />
         testClients_doAttack &#8220;1&#8243;<br />
         testClients_doCrouch &#8220;0&#8243;<br />
         testClients_doMove &#8220;1&#8243;<br />
         testClients_doReload &#8220;1&#8243;<br />
         testClients_watchKillcam &#8220;1&#8243;<br />
         thermal_playerModel &#8220;&#8221;<br />
       C thermalBlurFactorNoScope &#8220;250&#8243;<br />
       C thermalBlurFactorScope &#8220;250&#8243;<br />
       C timescale &#8220;1&#8243;<br />
         tracer_debugDraw &#8220;0&#8243;<br />
         tracer_explosiveColor1 &#8220;1 0.75 0.75 0&#8243;<br />
         tracer_explosiveColor2 &#8220;1 0.75 0.75 1&#8243;<br />
         tracer_explosiveColor3 &#8220;1 0.75 0.75 1&#8243;<br />
         tracer_explosiveColor4 &#8220;1 0.75 0.75 1&#8243;<br />
         tracer_explosiveColor5 &#8220;1 0.75 0.75 1&#8243;<br />
         tracer_explosiveColor6 &#8220;1 0.75 0.75 0&#8243;<br />
         tracer_explosiveOverride &#8220;1&#8243;<br />
         tracer_explosiveWidth &#8220;15&#8243;<br />
         tracer_firstPersonMaxWidth &#8220;4&#8243;<br />
         tracer_stoppingPowerColor1 &#8220;0 0 0 0&#8243;<br />
         tracer_stoppingPowerColor2 &#8220;1 1 1 1&#8243;<br />
         tracer_stoppingPowerColor3 &#8220;1 0 0 1&#8243;<br />
         tracer_stoppingPowerColor4 &#8220;1 0 0 1&#8243;<br />
         tracer_stoppingPowerColor5 &#8220;1 1 0 1&#8243;<br />
         tracer_stoppingPowerColor6 &#8220;1 1 1 1&#8243;<br />
         tracer_stoppingPowerOverride &#8220;0&#8243;<br />
         tracer_stoppingPowerWidth &#8220;6&#8243;<br />
         tracer_thermalWidthMult &#8220;2&#8243;<br />
       C turret_adsEnabled &#8220;1&#8243;<br />
       C turret_adsFov &#8220;35&#8243;<br />
       C turret_adsTime &#8220;250&#8243;<br />
       C turret_fov &#8220;55&#8243;<br />
       C ui_allow_classchange &#8220;0&#8243;<br />
         ui_allow_controlschange &#8220;1&#8243;<br />
       C ui_allow_teamchange &#8220;0&#8243;<br />
     A   ui_bigFont &#8220;0.4&#8243;<br />
         ui_borderLowLightScale &#8220;0.35&#8243;<br />
     A   ui_browserFriendlyfire &#8220;-1&#8243;<br />
     A   ui_browserKillcam &#8220;-1&#8243;<br />
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     A   ui_browserShowEmpty &#8220;1&#8243;<br />
     A   ui_browserShowFull &#8220;1&#8243;<br />
     A   ui_browserShowPassword &#8220;-1&#8243;<br />
     A   ui_browserShowPure &#8220;1&#8243;<br />
         ui_buildLocation &#8220;-60 460&#8243;<br />
         ui_buildSize &#8220;0.2&#8243;<br />
         ui_cinematicsTimestamp &#8220;0&#8243;<br />
         ui_connectScreenTextGlowColor &#8220;0.3 0.6 0.3 1&#8243;<br />
     A   ui_currentFeederMapIndex &#8220;0&#8243;<br />
     A   ui_currentMap &#8220;0&#8243;<br />
         ui_customClassName &#8220;&#8221;<br />
         ui_customModeEditName &#8220;&#8221;<br />
         ui_customModeName &#8220;&#8221;<br />
       C ui_debugMode &#8220;0&#8243;<br />
     A   ui_drawCrosshair &#8220;1&#8243;<br />
     A   ui_extraBigFont &#8220;0.55&#8243;<br />
         ui_gametype &#8220;war&#8221;<br />
       C ui_hud_hardcore &#8220;0&#8243;<br />
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         ui_mapname &#8220;mp_afghan&#8221;<br />
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     A   ui_netGametype &#8220;0&#8243;<br />
     A   ui_netGametypeName &#8220;dm&#8221;<br />
     A   ui_netSource &#8220;1&#8243;<br />
         ui_partyFull &#8220;0&#8243;<br />
         ui_playerPartyColor &#8220;1 0.8 0.4 1&#8243;<br />
     A   ui_serverStatusTimeOut &#8220;7000&#8243;<br />
         ui_showEndOfGame &#8220;0&#8243;<br />
       C ui_showList &#8220;0&#8243;<br />
         ui_showmap &#8220;1&#8243;<br />
         ui_showMenuOnly &#8220;&#8221;<br />
       C ui_sliderSteps &#8220;40&#8243;<br />
     A   ui_smallFont &#8220;0.25&#8243;<br />
       C ui_textScrollFadeTime &#8220;0.2&#8243;<br />
       C ui_textScrollPauseEnd &#8220;3&#8243;<br />
       C ui_textScrollPauseStart &#8220;1&#8243;<br />
       C ui_textScrollSpeed &#8220;30&#8243;<br />
         uiscript_debug &#8220;0&#8243;<br />
         upnp_maxAttempts &#8220;4&#8243;<br />
    I    useFastFile &#8220;1&#8243;<br />
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       C veh_boneControllerLodDist &#8220;2000&#8243;<br />
       C vehAudio_inAirPitchDownLerp &#8220;1.2&#8243;<br />
       C vehAudio_inAirPitchUpLerp &#8220;0.75&#8243;<br />
       C vehAudio_spawnVolumeTime &#8220;2&#8243;<br />
       C vehCam_angles &#8220;0 0 0&#8243;<br />
       C vehCam_editMode &#8220;0&#8243;<br />
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       C vehCam_pitchClamp &#8220;45&#8243;<br />
       C vehCam_pitchTurnRate &#8220;90&#8243;<br />
       C vehCam_radius &#8220;0&#8243;<br />
       C vehCam_speedInfluence &#8220;0&#8243;<br />
       C vehCam_yawClamp &#8220;45&#8243;<br />
       C vehCam_yawTurnRate &#8220;260&#8243;<br />
       C vehCam_zOffsetMode &#8220;World&#8221;<br />
   R     version &#8220;IW4 MP 1.0 build 159 latest Fri Nov 06 2009 in-x86&#8243;<br />
     A   vid_xpos &#8220;22&#8243;<br />
     A   vid_ypos &#8220;53&#8243;<br />
       C viewModelDebugNotetracks &#8220;0&#8243;<br />
       C viewModelHacks &#8220;1&#8243;<br />
   R     viewposNow &#8220;0 0 0&#8243;<br />
         voiceDebug &#8220;0&#8243;<br />
         voiceDegrade &#8220;0&#8243;<br />
         waypointDebugDraw &#8220;0&#8243;<br />
         waypointDistScaleRangeMax &#8220;3000&#8243;<br />
         waypointDistScaleRangeMin &#8220;1000&#8243;<br />
         waypointDistScaleSmallest &#8220;0.8&#8243;<br />
         waypointIconHeight &#8220;36&#8243;<br />
         waypointIconWidth &#8220;36&#8243;<br />
         waypointOffscreenCornerRadius &#8220;105&#8243;<br />
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         waypointOffscreenPadTop &#8220;0&#8243;<br />
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         waypointOffscreenPointerHeight &#8220;12&#8243;<br />
         waypointOffscreenPointerWidth &#8220;25&#8243;<br />
         waypointOffscreenRoundedCorners &#8220;1&#8243;<br />
         waypointOffscreenScaleLength &#8220;500&#8243;<br />
         waypointOffscreenScaleSmallest &#8220;1&#8243;<br />
       C waypointPlayerOffsetCrouch &#8220;56&#8243;<br />
       C waypointPlayerOffsetProne &#8220;30&#8243;<br />
       C waypointPlayerOffsetStand &#8220;66&#8243;<br />
         waypointSplitscreenScale &#8220;1.8&#8243;<br />
         waypointTweakY &#8220;-17&#8243;<br />
   R     wideScreen &#8220;0&#8243;<br />
         winvoice_loopback &#8220;0&#8243;<br />
     A   winvoice_mic_mute &#8220;1&#8243;<br />
     A   winvoice_mic_reclevel &#8220;65535&#8243;<br />
     A   winvoice_mic_scaler &#8220;1&#8243;<br />
     A   winvoice_save_voice &#8220;0&#8243;<br />
         xblive_hostingprivateparty &#8220;0&#8243;<br />
         xblive_loggedin &#8220;0&#8243;<br />
   R     xblive_playEvenIfDown &#8220;0&#8243;<br />
         xblive_privatematch &#8220;0&#8243;</p>
<br /> Tagged: Cod6 <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/dekz.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/dekz.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/dekz.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/dekz.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/dekz.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/dekz.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/dekz.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/dekz.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/dekz.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/dekz.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/dekz.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/dekz.wordpress.com/50/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/dekz.wordpress.com/50/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/dekz.wordpress.com/50/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dekz.wordpress.com&amp;blog=9857589&amp;post=50&amp;subd=dekz&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">dekz</media:title>
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		<title>Free Daisy Disk Licence</title>
		<link>http://dekz.wordpress.com/2009/11/04/free-daisy-disk-licence/</link>
		<comments>http://dekz.wordpress.com/2009/11/04/free-daisy-disk-licence/#comments</comments>
		<pubDate>Wed, 04 Nov 2009 04:22:50 +0000</pubDate>
		<dc:creator>dekz</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[application]]></category>
		<category><![CDATA[cleaning]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[osx]]></category>

		<guid isPermaLink="false">http://dekz.wordpress.com/?p=44</guid>
		<description><![CDATA[Daisy Disk is a Disk Visualization tool. Following the trend of many other disk visualization tools, data is on the hard drive is represented in the form of an interactive (sunburst) diagram. Navigation is as simple as can be, to dive down loser, click the segments, to jump back up, click the inner circle. Daisy [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dekz.wordpress.com&amp;blog=9857589&amp;post=44&amp;subd=dekz&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Daisy Disk is a Disk Visualization tool. Following the trend of many other disk visualization tools, data is on the hard drive is represented in the form of an interactive (sunburst) diagram. Navigation is as simple as can be, to dive down loser, click the segments, to jump back up, click the inner circle. Daisy Disk provides a clean and beautiful mac style user interface, and if you can get it for free, why the hell not?</p>
<p>Everything is colour coded by type, including different folders. Navigation can be performed from either the main screen or the side list of files and folders. Daisy Disk also interacts with preview, pressing space on a selected item will open so you can quickly find out what this 3.2gb file may be. Control clicking brings up a menu for navigation, and to open the selection in finder.</p>
<p>PROS: Design is stunning, scanning and navigation is quick and crisp. Interacts with preview.<br />
CONS: A lot of wasted screen space, price (but not at the moment).</p>
<p><strong>Steps on getting your free licence.</strong><br />
<a href="http://www.macheist.com/">MacHeist</a> are having some sort of special promotion for the next 1 day and 20 hours, so I assume this will only last until then. Navigate to MacHeist and enter the co-ordinates, 151.7 and 174.4. Once this has loaded click, tweet for a treat and you will be redirected to twitter where you can tweet about some MacHiest goodness. Go back to the MacHiest page and you should be able to log in or sign up and receive your free DaisyDisk licence.</p>
<p><strong>Screenshots of Daisy Disk</strong></p>
<p>Initial Screen<br />
<img src="http://img.skitch.com/20091104-bftjek845mxqx2w6am523tw1p3.jpg" alt="Initial Screen" /></p>
<p>Main Screen<br />
<img src="http://img.skitch.com/20091104-8my6ap66gpuatjdnf6746kuktx.jpg" alt="Main screen" /></p>
<p>Lower Level Screen<br />
<img src="http://img.skitch.com/20091104-fagydy1ghtrcni6ysgyunf2pj6.jpg" alt="Navigation" /></p>
<p>Daisy Disk is quick, pretty and at the moment it is free. Get it while you still can. This application makes cleaning both hypnotizing and fun.</p>
<br /> Tagged: application, cleaning, free, osx <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/dekz.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/dekz.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/dekz.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/dekz.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/dekz.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/dekz.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/dekz.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/dekz.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/dekz.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/dekz.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/dekz.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/dekz.wordpress.com/44/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/dekz.wordpress.com/44/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/dekz.wordpress.com/44/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dekz.wordpress.com&amp;blog=9857589&amp;post=44&amp;subd=dekz&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">dekz</media:title>
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		<media:content url="http://img.skitch.com/20091104-bftjek845mxqx2w6am523tw1p3.jpg" medium="image">
			<media:title type="html">Initial Screen</media:title>
		</media:content>

		<media:content url="http://img.skitch.com/20091104-8my6ap66gpuatjdnf6746kuktx.jpg" medium="image">
			<media:title type="html">Main screen</media:title>
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		<title>Installing your own Google Wave Federation Prototype Server</title>
		<link>http://dekz.wordpress.com/2009/11/03/installing-your-own-google-wave-federation-prototype-server/</link>
		<comments>http://dekz.wordpress.com/2009/11/03/installing-your-own-google-wave-federation-prototype-server/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 05:06:28 +0000</pubDate>
		<dc:creator>dekz</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[FedOne]]></category>
		<category><![CDATA[google wave]]></category>
		<category><![CDATA[installation]]></category>

		<guid isPermaLink="false">http://dekz.wordpress.com/?p=9</guid>
		<description><![CDATA[Installing your own Google Wave Federation Prototype Server<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dekz.wordpress.com&amp;blog=9857589&amp;post=9&amp;subd=dekz&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Ok, first of all, you&#8217;re all pretty anxious to get onto google wave. Here are some steps to get your own (albeit a console version) of your own FedOne Server. This process will use <a href="http://www.igniterealtime.org/downloads/index.jsp">OpenFire</a> as the XMPP server, others can be used such as <a href="http://prosody.im/">Prosody</a>.</p>
<p>Examples and screenshots have been created on a Mac, but this procedure allows for both OSX and Debian/Ubuntu installations.</p>
<p><strong>Installation of Components</strong></p>
<p>Java 6 &#8211; http://developer.apple.com/java/download<br />
OpenFire  &#8211; http://www.igniterealtime.org/downloads/index.jsp<br />
Mercurial -  http://mercurial-scm.org/</p>
<p>Openfire is a collaborative server based on XMPP which we will load the Prototype Server (FedOne) as an extension. Just choose your platform and follow the instructions.<br />
For OSX: Just download the dmg and install the package.<br />
For Ubuntu/Debian:<br />
<code>wget  http://www.igniterealtime.org/downloadServlet?filename=openfire/openfire_3.6.4_all.deb<br />
sudo dpkg -i openfire_3.6.4_all.deb<br />
sudo /etc/init.d/openfire restart</code><br />
<strong>Configuring</strong></p>
<p>Add these paths to your .profile located in /Users/&lt;you&gt;/.profile (For OSX)<br />
<code><br />
export JAVA_HOME=/System/Library/Frameworks/JavaVM.framework/Versions/1.6.0/Home<br />
export PATH=$JAVA_HOME/bin:$PATH<br />
</code><br />
Navigate to  http://localhost:9090 to setup Openfire which you just installed.<br />
<strong>OpenFire Settings:</strong><br />
<img src="http://wave-protocol.googlecode.com/hg/doc/01-server-setting.jpg" alt="" /></p>
<p><img alt="" /></p>
<p><img src="http://wave-protocol.googlecode.com/hg/doc/03-profile-settings.jpg" alt="" /></p>
<p><img src="http://wave-protocol.googlecode.com/hg/doc/04-administer-account.jpg" alt="" /></p>
<p>You will now <strong>need</strong> to restart OpenFire (hint, it is located in System Preferences)<br />
Linux users:<br />
<code>sudo /etc/init.d/openfire/restart</code><br />
After you have restarted OpenFire you need to configure it a little more, allowing FedOne to interact with it.<br />
Navigate to http://localhost:9090 once more.<br />
Login with Username: admin Password: whatever you set in the admin setup.<br />
Go to Server -&gt;  Server Settings -&gt; External Components.<br />
<a href="http://img.skitch.com/20091103-q91e4833rn13a1p8pgi18469cs.jpg"><img src="http://img.skitch.com/20091103-q91e4833rn13a1p8pgi18469cs.jpg" alt="" /></a><br />
Go to Server -&gt; Server  Settings -&gt; Security Settings</p>
<p><a href="http://img.skitch.com/20091103-q8mq63kh9g7ibi6upwr84qrqbq.jpg"><img src="http://img.skitch.com/20091103-q8mq63kh9g7ibi6upwr84qrqbq.jpg" alt="" /></a></p>
<p>Now pull the latest repo to a folder with the mercurial command:</p>
<p>hg clone https://wave-protocol.googlecode.com/hg/ wave-protocol<br />
cd wave-protocol<br />
ant</p>
<p>After you receive BUILD SUCCESSFUL, rename run-config.sh.example to run-config.sh and edit your settings in this file.</p>
<p><code># Domain name of the wave server<br />
WAVE_SERVER_DOMAIN_NAME=calvin</code></p>
<p><code># Host name and port the wave server's client frontend listens on<br />
WAVE_SERVER_HOSTNAME=localhost<br />
WAVE_SERVER_PORT=9876</code></p>
<p><code># The version of FedOne, extracted from the build.properties file<br />
FEDONE_VERSION=`grep ^fedone.version= build.properties | cut -f2 -d=`</code></p>
<p><code>### Server-specific variables<br />
# These will probably need to be changed<br />
XMPP_SERVER_SECRET=foobar<br />
PRIVATE_KEY_FILENAME=localhost.key<br />
CERTIFICATE_FILENAME_LIST=localhost.cert</code></p>
<p><code># These should be okay to leave alone<br />
CERTIFICATE_DOMAIN_NAME=$WAVE_SERVER_DOMAIN_NAME<br />
XMPP_SERVER_HOSTNAME=$WAVE_SERVER_DOMAIN_NAME<br />
XMPP_SERVER_PORT=5275</code></p>
<p><code># Set XMPP_SERVER_IP to localhost if the XMPP and FedOne servers are<br />
# running on the same host<br />
XMPP_SERVER_IP=$XMPP_SERVER_HOSTNAME</code></p>
<p><code># Set true to disable the verification of signed deltas<br />
WAVESERVER_DISABLE_VERIFICATION=false</code></p>
<p><code># Set true to disable the verification of signers (certificates)<br />
WAVESERVER_DISABLE_SIGNER_VERIFICATION=true</code><br />
#EOF</p>
<p>We&#8217;re almost there.</p>
<p>Now you need a certificate:<br />
Run this in terminal, so it exports in the same wave-protocol folder.<br />
<code>openssl genrsa 1024 | openssl pkcs8 -topk8 -nocrypt -out localhost.key</code><br />
<code>openssl req -new -x509 -nodes -sha1 -days 365 -key localhost.key -out localhost.cert</code><br />
Replace localhost if you need for the filenames.</p>
<p>Now run the config:<br />
<code>./run-config.sh</code></p>
<p>Now to run the server:<br />
<code>./run-server.sh</code></p>
<p>And run our client:<br />
<code>./run-client-console.sh &lt;username&gt;</code></p>
<p>Enjoy.</p>
<p><a href="http://img.skitch.com/20091103-cpaf1ut27733xuqd4mx5y535eg.jpg"><img src="http://img.skitch.com/20091103-cpaf1ut27733xuqd4mx5y535eg.jpg" alt="" /></a></p>
<p><a href="http://img.skitch.com/20091103-px64nearbryjh7gagxr2djs91g.jpg"><img src="http://img.skitch.com/20091103-px64nearbryjh7gagxr2djs91g.jpg" alt="" /></a></p>
<p>Here are a couple of client commands to mess around with:<br />
<code>/new<br />
/open 0<br />
/add &lt;email&gt; </code></p>
<p>References:</p>
<p>http://code.google.com/p/wave-protocol/wiki/Installation</p>
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