Post: MW2 Codes and Explanations 2
09-08-2011, 04:27 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Part two of the codes list
I think the explanation is by CraigChrist8239
The values are automatically at the default so if you want to mode them, e.g. aim_lockon_enabled "1", change it to aim_lockon_enabled "0" to disable etc
Also when putting in a patch remove the quotations and place around the whole code

Found this here:
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    party_vetoStatus   Veto progress (localized )
password
perk_armorPiercingDamage "40"
perk_blastShield "65"
perk_bulletPenetrationMultiplier "2" Multiplier for extra bullet penetration
perk_diveDistanceCheck "64" Length of required empty space to allow diving
perk_diveGravityScale "0.75" Scale for gravity while diving
perk_diveVelocity "250" Horizontal velocity when diving
perk_diveViewRollResetSpeed "4" Rate at which view rotates after the dive is finished
perk_diveViewRollSpeed "0.5" Rate at which view rotates
perk_diveViewRollTarget "45" Max angle to rotate view by when diving
perk_extendedMagsMGAmmo "10" Number of extra bullets per clip for machine gun weapons with the extended mags perk.
perk_extendedMagsPistolAmmo "5" Number of extra bullets per clip for pistol weapons with the extended mags perk.
perk_extendedMagsRifleAmmo "10" Number of extra bullets per clip for rifle weapons with the extended mags perk.
perk_extendedMagsSMGAmmo "10" Number of extra bullets per clip for sub machine gun weapons with the extended mags perk.
perk_extendedMagsSpreadAmmo "5" Number of extra bullets per clip for spread weapons with the extended mags perk.
perk_extendedMeleeRange "176" The range of the auto melee with the extened perk
perk_extraBreath "5" Number of extra seconds a player can hold his breath
perk_fastSnipeScale "2" Scales the recovery speed of the view kick when using a sniper.
perk_footstepVolumeAlly "0.25"
perk_footstepVolumeEnemy "4"
perk_footstepVolumePlayer "0.25"
perk_grenadeDeath "frag_grenade_short_mp" Name of the grenade weapon to drop
perk_improvedExtraBreath "5" Number of extra seconds a player can hold his breath on top of the base perk
perk_lightWeightViewBobScale "0.75" Scale for first person view movement while lightweight.
perk_parabolicAngle "180" Eavesdrop perk's effective FOV angle
perk_parabolicIcon "specialty_parabolic" Eavesdrop icon to use when displaying eavesdropped voice chats
perk_parabolicRadius "400" Eavesdrop perk's effective radius
perk_quickDrawSpeedScale "1.5" Scales the 'Hip to ADS' transition speed.
perk_scavengerMode "0"
perk_sprintMultiplier "2" Multiplier for player_sprinttime
perk_sprintRecoveryMultiplierActual "0.6" Percent of sprint recovery time to use.
perk_sprintRecoveryMultiplierVisual "0.6"
perk_weapRateMultiplier "0.75" Percentage of weapon firing rate to use
perk_weapReloadMultiplier "0.5" Percentage of weapon reload time to use
perk_weapSpreadMultiplier "0.65" Percentage of weapon spread to use
physVeh_collideWithClipOnly "0" Physics vehicles will only collide with vehicle clip when true
physVeh_explodeForce "800" The force applied to physics vehicles due to explosions
physVeh_explodeSpinScale "3" The max (random) offset from the center of mass at which splash damage applies its force
physVeh_jump "0" Set to 1 to make a vehicle jump.
physVeh_minImpactMomentum "17.6" The minimum collision momentum needed to register an impact
physVeh_pathConstraintCfm "1e-006" The constraint cfm for path-constrained vehicles
physVeh_pathConstraintErp "0.8"
physVeh_slideReductionForHighSpeed "0" A larger value makes it harder to slip when moving faster than the max speed
physVeh_StepsPerFrame "3" The number of physics timesteps that the server frame will be divided into.
phys_autoDisableAngular "57" A body must have angular velocity less than this to be considered idle. (deg/sec)
phys_autoDisableFastAngular "270" Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first). (deg/sec)
phys_autoDisableFastLinear "40" Auto disable settings that make bodies go to sleep faster (i.e., they don't have to slow down as much first).
phys_autoDisableFastTime "0.5"
phys_autoDisableLinear "20" A body must have linear velocity less than this to be considered idle.
phys_autoDisableTime "0.9" The amount of time a body must be idle for it to go to sleep.
phys_bulletSpinScale "3" Scale of the effective offset from the center of mass for the bullet impacts.
phys_bulletUpBias "0.5" Up Bias for the direction of the bullet impact.
phys_cfm "0.0001" Physics constraint force mixing magic parameter.
phys_collUseEntities "0" Disable to turn off testing for collision against entities
phys_contact_cfm "1e-005" Physics constraint force mixing magic parameter for contacts.
phys_contact_cfm_ragdoll "0.001"
phys_contact_cfm_vehicle "0.001"
phys_contact_cfm_vehicleSoft "0.05"
phys_contact_erp "0.8" Physics error reduction magic parameter for contacts.
phys_contact_erp_ragdoll "0.3"
phys_contact_erp_vehicle "0.5"
phys_contact_erp_vehicleSoft "0.05"
phys_csl "0.3" Physics contact surface level magic parameter.
phys_dragAngular "0.5" The amount of angular drag, applied globally
phys_dragLinear "0.03" The amount of linear drag, applied globally
phys_drawAwake "0" Debug draw a box indicating which bodies are disabled
phys_drawCollisionObj "0" Debug draw collision geometry for each physics object
phys_drawCollisionWorld "0" Debug draw collision brushes and terrain triangles
phys_drawcontacts "0" Debug draw contact points
phys_drawDebugInfo "0" Print info about the physics objects
phys_dumpcontacts "0" Set to true to dump all constraints in next physics frame.
phys_erp "0.8" Physics error reduction magic parameter.
phys_frictionScale "1" Scales the amount of physics friction globally.
phys_gravity "-800" Physics gravity in units/sec^2.
phys_gravityChangeWakeupRadius "120" The radius around the player within which objects get awakened when gravity changes
phys_gravity_ragdoll "-800" Physics gravity used by ragdolls in units/sec^2.
phys_jitterMaxMass "200" Maximum mass to jitter - jitter will fall off up to this mass
phys_jointPullThreshold "4" If joints are farther apart than sqrt(this distance), they will be pulled together.
phys_joint_cfm "0.0001" Physics constraint force mixing magic parameter for joints.
phys_joint_stop_cfm "0.0001" Physics constraint force mixing magic parameter for joints at their limits.
phys_joint_stop_erp "0.8" Physics error reduction magic parameter for joints at their limits.
phys_mcv "20" Physics maximum correcting velocity magic parameter.
phys_mcv_ragdoll "1000" Physics maximum correcting velocity magic parameter (for ragdoll).
phys_mcv_vehicle "300" Physics maximum correcting velocity magic parameter (for vehicles).
phys_minImpactMomentum "250" The minimum momentum required to trigger impact sounds
phys_narrowObjMaxLength "4" If a geom has a dimension less than this, then extra work will be done to prevent it from falling into cracks (like between the wall and the floor)
phys_noIslands "0" Make all contacts joints between an object and the world: no object-object contacts
phys_qsi "15" Number of iterations that QuickStep performs per step.
phys_reorderConst "1" ODE solver reorder constraints
player_adsExitDelay "0" Delay before exiting aim down sight
player_backSpeedScale "0.7" The scale applied to the player speed when moving backwards
player_breath_fire_delay "0" The amount of time subtracted from the player remaining breath time when a weapon is fired
player_breath_gasp_lerp "6" The interpolation rate for the target waver amplitude when gasping
player_breath_gasp_scale "4.5" Scale value to apply to the target waver during a gasp
player_breath_gasp_time "1" The amount of time a player will gasp once they can breath again
player_breath_hold_lerp "1" The interpolation rate for the target waver amplitude when holding breath
player_breath_hold_time "4.5" The maximum time a player can hold his breath
player_breath_snd_delay "1" The delay before playing the breathe in sound
player_breath_snd_lerp "2" The interpolation rate for the player hold breath sound
player_burstFireCooldown "0.2" Seconds after a burst fire before weapons can be fired again.
player_debugHealth "0" Turn on debugging info for player health
player_dmgtimer_flinchTime "500" Maximum time to play flinch animations
player_dmgtimer_maxTime "750" The maximum time that the player is slowed due to damage
player_dmgtimer_minScale "0" The minimum scale value to slow the player by when damaged
player_dmgtimer_stumbleTime "500" Maximum time to play stumble animations
player_dmgtimer_timePerPoint "100" The time in milliseconds that the player is slowed down per point of damage
player_footstepsThreshhold "0" The minimum speed at which the player makes loud footstep noises
player_lastStandCrawlSpeedScale "0.2" The scale applied to the player speed when crawling in last stand.
player_lastStandDebug "0" Forces players into last stand for debugging purposes.
player_lean_rotate_crouch_left "0.8" Amount to rotate the player 3rd person model when crouch leaning left
player_lean_rotate_crouch_right "0.3" Amount to rotate the player 3rd person model when crouch leaning right
player_lean_rotate_left "0.8" Amount to rotate the player 3rd person model when leaning left
player_lean_rotate_right "0.4" Amount to rotate the player 3rd person model when leaning right
player_lean_shift_crouch_left "4" Amount to shift the player 3rd person model when crouch leaning left
player_lean_shift_crouch_right "15" Amount to shift the player 3rd person model when crouch leaning right
player_lean_shift_left "5" Amount to shift the player 3rd person model when leaning left
player_lean_shift_right "9" Amount to shift the player 3rd person model when leaning right
player_meleeHeight "10" The height of the player's melee attack
player_meleeRange "64" The maximum range of the player's mellee attack
player_meleeWidth "10" The width of the player's melee attack
player_moveThreshhold "10" The speed at which the player is considered to be moving for the purposes of
player_move_factor_on_torso "0" The contribution movement direction has on player torso direction(multi-player only)
player_runThreshhold "110" The speed threshold before a player is considered to be running forwards
player_scopeExitOnDamage "0" Exit the scope if the player takes damage
player_spectateSpeedScale "1" The scale applied to the player speed when spectating
player_sprintCameraBob "0.5" The speed the camera bobs while you sprint
player_sprintForwardMinimum "105" The minimum forward deflection required to maintain a sprint
player_sprintMinTime "1" The minimum sprint time needed in order to start sprinting
player_sprintRechargePause "0" The length of time the meter will pause before starting to recharge after a player sprints
player_sprintSpeedScale "1.5" The scale applied to the player speed when sprinting
player_sprintStrafeSpeedScale "0.667" The speed at which you can strafe while sprinting
player_sprintTime "4" The base length of time a player can sprint
player_sprintUnlimited "0" Whether players can sprint forever or not
player_strafeAnimCosAngle "0.5" Cosine of the angle which player starts using strafe animations
player_strafeSpeedScale "0.8" The scale applied to the player speed when strafing
player_sustainAmmo "0" Firing weapon will not decrease clip ammo.
player_turnAnims "0" Use animations to turn a player's model in multiplayer
player_view_pitch_down "85" Maximum angle that the player can look down
player_view_pitch_up "85" Maximum angle that the player can look up
playlist "0" The number
playlistFilename "playlists.info" Playlist filename
privateMatch_joinPassword
privateMatch_serverPassword
pro******nuOption_blacklevel "0"
pro******nuOption_gamma "0.8"
pro******nuOption_safeAreaHorz "0.85"
pro******nuOption_safeAreaVert "0.85"
pro******nuOption_volume "0.8"
protocol "134"
radarjamDistMax "800"
radarjamDistMin "350"
radarjamSinCurve "0"
ragdoll_baselerp_time "1000" Default time ragdoll baselerp bones take to reach the base pose
ragdoll_bullet_force "500" Bullet force applied to ragdolls
ragdoll_bullet_upbias "0.5" Upward bias applied to ragdoll bullet effects
ragdoll_debug "0" Draw ragdoll debug info (bitflags)
ragdoll_dump_anims "0" Dump animation data when ragdoll fails
ragdoll_enable "1" Turn on ragdoll death animations
ragdoll_explode_force "18000" Explosive force applied to ragdolls
ragdoll_explode_upbias "0.8" Upwards bias applied to ragdoll explosion effects
ragdoll_exploding_bullet_force "5000" Force applied to ragdolls from explosive bullets
ragdoll_exploding_bullet_upbias "0.8" Upwards bias applied to ragdoll from explosive bullets
ragdoll_fps "20" Ragdoll update frames per second
ragdoll_idle_min_velsq "2" Minimum squared speed a ragdoll body needs to be moving before it will shut down due to time
ragdoll_jitter_scale "1" Scale up or down the effect of physics jitter on ragdolls
ragdoll_jointlerp_time "3000" Default time taken to lerp down ragdoll joint friction
ragdoll_max_life "4500" Max lifetime of a ragdoll system in msec
ragdoll_max_simulating "16" Max number of simultaneous active ragdolls
ragdoll_max_stretch_pct "10" Force ragdoll limbs to not stretch more than this percentage in one frame
ragdoll_rotvel_scale "1" Ragdoll rotational velocity estimate scale
ragdoll_self_collision_scale "1.2" Scale the size of the collision capsules used to prevent ragdoll limbs from interpenetrating
ragdoll_stretch_iters "10" Iterations to run the alternate limb solver
rate "25000" Player's preferred network
reliableResendTime "300"
reliableTimeoutTime "20000"
RemoteCameraSounds_DryLevel "0.1"
RemoteCameraSounds_RoomType "underwater"
RemoteCameraSounds_WetLevel "0.5"
requireOpenNat "1"
r_aaAlpha "dither"
r_aaMaxQuality "0"
r_aaSamples "2"
r_altModelLightingUpdate "0"
r_aspectRatio "auto"
r_atlasAnimFPS "15" Speed to animate atlased 2d materials
r_autopriority "0"
r_blacklevel "0" Black level (negative brightens output)
r_blur "0" Dev tweak to blur the screen
r_brightness "0" Brightness adjustment
r_cacheModelLighting "1" Speed up model lighting by caching previous results
r_cacheSModelLighting "1" Speed up static model lighting by caching previous results
r_clear "never" Controls how the color buffer is cleared
r_clearColor "0" Color to clear the screen to when clearing the frame buffer
r_clearColor2 "0" Color to clear every second frame to (for use during development)
r_colorMap "Unchanged" Replace all color maps with pure black or pure white
r_contrast "1" Contrast adjustment
r_customMode
r_debugLineWidth "1" Width of server side debug lines
r_debugShader "none" Enable shader debugging information
r_depthPrepass "None"
r_desaturation "1" Desaturation adjustment
r_detail "1"
r_detailMap "Unchanged" Replace all detail maps with an image that effectively disables them
r_diffuseColorScale "1" Globally scale the diffuse color of all point lights
r_displayRefresh "60"
r_distortion "1" Enable distortion
r_dlightLimit "4" Maximum number of dynamic lights drawn simultaneously
r_dof_bias "0.5" Depth of field bias as a power function (like gamma); less than 1 is sharper
r_dof_enable "1" Enable the depth of field effect
r_dof_farBlur "1.8"
r_dof_farEnd "7000" Depth of field far end distance, in inches
r_dof_farStart "1000" Depth of field far start distance, in inches
r_dof_nearBlur "6"
r_dof_nearEnd "60" Depth of field near end distance, in inches
r_dof_nearStart "10" Depth of field near start distance, in inches
r_dof_tweak "0" Use dvars to set the depth of field effect; overrides r_dof_enable
r_dof_viewModelEnd "8" Depth of field viewmodel end distance, in inches
r_dof_viewModelStart "2" Depth of field viewmodel start distance, in inches
r_dpvsFilterDebug "0" Filter all entities to all cells (debug)
r_drawDecals "1"
r_drawSun "1"
r_drawWater "1" Enable water animation
r_envMapExponent "5" Reflection exponent.
r_envMapMaxIntensity "0.5" Max reflection intensity based on glancing angle.
r_envMapMinIntensity "0.2" Min reflection intensity based on glancing angle.
r_envMapOverride "0"
r_envMapSunIntensity "2" Max sun specular intensity intensity with env map materials.
r_fastSkin "0"
r_filmAltShader "1" Use alternate shader (with middle tint and dark desat) for film color.
r_filmTweakBrightness "0"
r_filmTweakContrast "1.4"
r_filmTweakDarkTint "0.7"
r_filmTweakDesaturation "0.2"
r_filmTweakDesaturationDark "0.2"
r_filmTweakEnable "0"
r_filmTweakInvert "0"
r_filmTweakLightTint "1.1"
r_filmTweakMediumTint "0.9"
r_filmUseTweaks "0" Overide film effects with tweak dvar values.
r_floatz "1"
r_fog "1" Set to 0 to disable fog
r_forceLod "none" Force all level of detail to this level
r_fullbright "0" Toggles rendering without lighting
r_fullscreen "0" Display game full screen
r_gamma "0.8" Gamma value
r_glow "1"
r_glowTweakBloomCutoff "0.5"
r_glowTweakBloomDesaturation "0"
r_glowTweakBloomIntensity0 "1"
r_glowTweakEnable "0"
r_glowTweakRadius0 "5"
r_glowUseTweaks "0"
r_glow_allowed "1" Allow glow.
r_glow_allowed_script_forced "0" Force 'allow glow' to be treated as true, by script.
r_gpuSync "off"
r_heroLighting "1" Enable hero-only lighting
r_highLodDist "-1" Distance for high level of detail
r_ignore "0" used for debugging anything
r_ignorehwgamma "0" Ignore hardware gamma
r_inGameVideo "1" Allow in game cinematics
r_lightCacheLessFrequentMaxDistance "64" Adjust the distance fx models (and models tagged as less-frequently-lit by script) move before immediately being relit
r_lightCacheLessFrequentPeriod "10" Adjust how frequently fx models (and models tagged as less-frequently-lit by script) get relit on average (1 is every frame, 8 is every 8th frame)
r_lightGridContrast "0" Adjust the contrast of light color from the light grid
r_lightGridEnableTweaks "0" Enable tweaks of the light color from the light grid
r_lightGridIntensity "1" Adjust the intensity of light color from the light grid
r_lightGridUseTweakedValues "1" Use tweaked values instead of default
r_lightMap "Unchanged" Replace all lightmaps with pure black or pure white
r_loadForRenderer "1"
r_lockPvs "0" Lock the viewpoint used for determining what is visible to the current position and direction
r_lodBiasRigid "0"
r_lodBiasSkinned "0"
r_lodScaleRigid "1"
r_lodScaleSkinned "1"
r_lowestLodDist "-1" Distance for lowest level of detail
r_lowLodDist "-1" Distance for low level of detail
r_mediumLodDist "-1" Distance for medium level of detail
r_mode "1024x768"
r_modelVertColor "1"
r_monitor "0"
r_multiGpu "0"
r_normal "1"
r_normalMap "Unchanged" Replace all normal maps with a flat normal map
r_outdoor "1"
r_outdoorFeather "8" Outdoor z-feathering value
r_picmip "0"
r_picmip_bump "0"
r_picmip_manual "0"
r_picmip_spec "0"
r_picmip_water "0"
r_polygonOffsetBias "-1" Offset bias for decal polygons; bigger values z-fight less but poke through walls more
r_polygonOffsetScale "-1" Offset scale for decal polygons; bigger values z-fight less but poke through walls more
r_portalBevels "0.7" Helps cull geometry by angles of portals that are acute when projected onto the screen, value is the cosine of the angle
r_portalBevelsOnly "0" Use screen-space bounding box of portals rather than the actual shape of the portal projected onto the screen
r_portalMinClipArea "0.02" Don't clip child portals by a parent portal smaller than this fraction of the screen area.
r_portalMinRecurseDepth "2" Ignore r_portalMinClipArea for portals with fewer than this many parent portals.
r_portalWalkLimit "0" Stop portal recursion after this many iterations. Useful for debugging portal errors.
r_preloadShaders "0"
r_pretess "1"
r_primaryLightTweakDiffuseStrength "1"
r_primaryLightTweakSpecularStrength "1"
r_primaryLightUseTweaks "0"
r_reflectionProbeGenerate "0"
r_reflectionProbeGenerateExit "0"
r_reflectionProbeRegenerateAll "0"
r_rendererInUse "Shader"
r_rendererPreference "Default"
r_resampleScene "1" Upscale the frame buffer with sharpen filter and color correction.
r_scaleViewport "1" Scale 3D viewports by this fraction. Use this to see if framerate is pixel shader bound.
r_showFbColorDebug "None" Show front buffer color debugging information
r_showFloatZDebug "0" Show float z buffer used to eliminate hard edges on particles near geometry
r_showLightGrid "0" Show light grid debugging information (2: detailed, 3: detailed for this box only)
r_showMissingLightGrid "0" Use rainbow colors for entities that are outside the light grid
r_showPortals "0"
r_showPortalsOverview "0"
r_singleCell "0" Only draw things in the same cell as the camera. Most useful for seeing how big the current cell is.
r_skipPvs "0" Skipt the determination of what is in the potentially visible set (disables most drawing)
r_smc_enable "1"
r_smc_optimize "1"
r_smp_backend "1" Process renderer back end in a separate thread
r_smp_worker "1" Process renderer front end in a separate thread
r_smp_worker_thread0 "1"
r_smp_worker_thread1 "1"
r_specular "1"
r_specularColorScale "2.5" Set greater than 1 to brighten specular highlights
r_specularMap "Unchanged" Replace all specular maps with pure black (off) or pure white (super shiny)
r_spotLightBrightness "14" Brightness scale for spot light to get overbrightness from the 0-1 particle color range.
r_spotLightEndRadius "196" Radius of the circle at the end of the spot light in inches.
r_spotLightEntityShadows "1" Enable entity shadows for spot lights.
r_spotLightExponent "2" Exponent for spot light to control falloff away from the center
r_spotLightFovInnerFraction "0.5" Relative Inner FOV angle for the dynamic spot light. 0 is full fade 0.99 is almost no fade.
r_spotLightMaxLength "5000" Maximum length of the spot light used to light geo. The will limit the length set in the effect.
r_spotLightShadows "1" Enable shadows for spot lights.
r_spotLightSModelShadows "1" Enable static model shadows for spot lights.
r_spotLightStartRadius "36" Radius of the circle at the start of the spot light in inches.
r_sse_skinning "1"
r_subwindow "0" subwindow to draw: left, right, top, bottom
r_sunblind_fadein "0.5" time in seconds to fade blind from 0% to 100%
r_sunblind_fadeout "3" time in seconds to fade blind from 100% to 0%
r_sunblind_max_angle "5" angle from sun in degrees inside which blinding is max
r_sunblind_max_darken "0.75" 0-1 fraction for how black the world is at max blind
r_sunblind_min_angle "30" angle from sun in degrees outside which blinding is 0
r_sunflare_fadein "1" time in seconds to fade alpha from 0% to 100%
r_sunflare_fadeout "1" time in seconds to fade alpha from 100% to 0%
r_sunflare_max_alpha "1" 0-1 vertex color and alpha of sun at max effect
r_sunflare_max_angle "2" angle from sun in degrees inside which effect is max
r_sunflare_max_size "2500" largest size of flare effect in pixels at 640x480
r_sunflare_min_angle "45" angle from sun in degrees outside which effect is 0
r_sunflare_min_size "0" smallest size of flare effect in pixels at 640x480
r_sunflare_shader "sun_flare" name for flare effect; can be any material
r_sunglare_fadein "0.5" time in seconds to fade glare from 0% to 100%
r_sunglare_fadeout "3" time in seconds to fade glare from 100% to 0%
r_sunglare_max_angle "5" angle from sun in degrees inside which glare is minimum
r_sunglare_max_lighten "0.75" 0-1 fraction for how white the world is at max glare
r_sunglare_min_angle "30" angle from sun in degrees inside which glare is maximum
r_sunsprite_shader "sun" name for static sprite; can be any material
r_sunsprite_size "16" diameter in pixels at 640x480 and 80 fov
r_sun_from_dvars "0" Set sun flare values from dvars rather than the level
r_sun_fx_position "0" Position in degrees of the sun effect
r_texFilterAnisoMax "4" Maximum anisotropy to use for texture filtering
r_texFilterAnisoMin "1" Minimum anisotropy to use for texture filtering (overridden by max)
r_texFilterDisable "0" Disables all texture filtering (uses nearest only.)
r_texFilterMipBias "0" Change the mipmap bias
r_texFilterMipMode "Unchanged" Forces all mipmaps to use a particular blend between levels (or disables mipping.)
r_useLayeredMaterials "0"
r_vc_makelog "0" Enable logging of light grid points for the vis cache. 1 starts from scratch, 2 appends.
r_vc_showlog "0" Show this many rows of light grid points for the vis cache
r_vsync "0" Enable v-sync before drawing the next frame to avoid 'tearing' artifacts.
r_warningRepeatDelay "5"
r_zfar "0" Change the distance at which culling fog reaches 100% opacity; 0 is off
r_zFeather "1"
r_znear "4" Things closer than this aren't drawn. Reducing this increases z-fighting in the distance.
r_znear_depthhack "0.1" Viewmodel near clip plane
safeArea_adjusted_horizontal "1" User-adjustable horizontal safe area as a fraction of the screen width
safeArea_adjusted_vertical "1" User-adjustable vertical safe area as a fraction of the screen height
safeArea_horizontal "0.85" Horizontal safe area as a fraction of the screen width
safeArea_vertical "0.85" Vertical safe area as a fraction of the screen height
scr_airdrop_ac130 "3"
scr_airdrop_ammo "17"
scr_airdrop_counter_uav "15"
scr_airdrop_emp "1"
scr_airdrop_harrier_airstrike "7"
scr_airdrop_helicopter "7"
scr_airdrop_helicopter_flares "5"
scr_airdrop_helicopter_minigun "3"
scr_airdrop_mega_ac130 "2"
scr_airdrop_mega_ammo "12"
scr_airdrop_mega_counter_uav "16"
scr_airdrop_mega_emp "0"
scr_airdrop_mega_harrier_airstrike "5"
scr_airdrop_mega_helicopter "5"
scr_airdrop_mega_helicopter_flares "3"
scr_airdrop_mega_helicopter_minigun "2"
scr_airdrop_mega_nuke "0"
scr_airdrop_mega_precision_airstrike "10"
scr_airdrop_mega_predator_missile "14"
scr_airdrop_mega_sentry "16"
scr_airdrop_mega_stealth_airstrike "3"
scr_airdrop_mega_uav "12"
scr_airdrop_nuke "0"
scr_airdrop_precision_airstrike "11"
scr_airdrop_predator_missile "12"
scr_airdrop_sentry "12"
scr_airdrop_stealth_airstrike "5"
scr_airdrop_uav "17"
scr_arena_numlives "1"
scr_arena_promode "0"
scr_arena_roundlimit "0"
scr_arena_roundswitch "3"
scr_arena_scorelimit "1"
scr_arena_timelimit "2.5"
scr_arena_winlimit "4"
scr_ctf_halftime "1"
scr_ctf_numlives "0"
scr_ctf_playerrespawndelay "0"
scr_ctf_promode "0"
scr_ctf_returntime "30"
scr_ctf_roundlimit "1"
scr_ctf_scorelimit "0"
scr_ctf_timelimit "10"
scr_ctf_waverespawndelay "10"
scr_ctf_winlimit "1"
scr_dd_addtime "2.5"
scr_dd_bombtimer "45"
scr_dd_defusetime "5"
scr_dd_numlives "0"
scr_dd_planttime "5"
scr_dd_playerrespawndelay "0"
scr_dd_promode "0"
scr_dd_roundlimit "3"
scr_dd_roundswitch "1"
scr_dd_scorelimit "1"
scr_dd_timelimit "2.5"
scr_dd_waverespawndelay "0"
scr_dd_winlimit "2"
scr_diehard "0"
scr_dm_numlives "0"
scr_dm_playerrespawndelay "0"
scr_dm_promode "0"
scr_dm_roundlimit "1"
scr_dm_scorelimit "1500"
scr_dm_timelimit "10"
scr_dm_waverespawndelay "0"
scr_dm_winlimit "1"
scr_dom_numlives "0"
scr_dom_playerrespawndelay "0"
scr_dom_promode "0"
scr_dom_roundlimit "1"
scr_dom_scorelimit "200"
scr_dom_timelimit "0"
scr_dom_waverespawndelay "0"
scr_dom_winlimit "1"
scr_explBulletMod "1"
scr_game_allowkillcam "1" script allow killcam
scr_game_deathpointloss "0"
scr_game_forceuav "0"
scr_game_graceperiod "0"
scr_game_hardpoints "1"
scr_game_killstreakdelay "0"
scr_game_onlyheadshots "0"
scr_game_perks "1"
scr_game_spectatetype "1"
scr_game_suicidepointloss "0"
scr_gtnw_numlives "0"
scr_gtnw_playerrespawndelay "0"
scr_gtnw_promode "0"
scr_gtnw_roundlimit "1"
scr_gtnw_roundswitch "0"
scr_gtnw_scorelimit "101"
scr_gtnw_timelimit "10"
scr_gtnw_waverespawndelay "0"
scr_gtnw_winlimit "1"
scr_hardcore "0"
scr_hardpoint_allowartillery "1"
scr_hardpoint_allowhelicopter "1"
scr_hardpoint_allowuav "1"
scr_koth_numlives "0"
scr_koth_playerrespawndelay "0"
scr_koth_promode "0"
scr_koth_roundlimit "1"
scr_koth_roundswitch "1"
scr_koth_scorelimit "250"
scr_koth_timelimit "15"
scr_koth_waverespawndelay "0"
scr_koth_winlimit "1"
scr_maxPerPlayerExplosives "2"
scr_nukeCancelMode "0"
scr_nukeTimer "10"
scr_oldschool "0"
scr_oneflag_numlives "0"
scr_oneflag_playerrespawndelay "0"
scr_oneflag_promode "0"
scr_oneflag_roundlimit "0"
scr_oneflag_roundswitch "3"
scr_oneflag_scorelimit "1"
scr_oneflag_timelimit "3"
scr_oneflag_waverespawndelay "0"
scr_oneflag_winlimit "4"
scr_patientZero
scr_player_forcerespawn "1"
scr_player_healthregentime "5"
scr_player_maxhealth "100"
scr_player_numlives "0"
scr_player_respawndelay "0"
scr_player_sprinttime "4"
scr_player_suicidespawndelay "0"
scr_RequiredMapAspectratio "1"
scr_restxp_cap "0.5"
scr_restxp_enable "0"
scr_restxp_levelsPerDay "0.5"
scr_restxp_minRestTime "4"
scr_restxp_restedAwardScale "0.5"
scr_restxp_timescale "1"
scr_riotShieldXPBullets "15"
scr_sab_bombtimer "30"
scr_sab_defusetime "5"
scr_sab_hotpotato "0"
scr_sab_numlives "0"
scr_sab_planttime "2.5"
scr_sab_playerrespawndelay "7.5"
scr_sab_promode "0"
scr_sab_roundlimit "1"
scr_sab_roundswitch "1"
scr_sab_scorelimit "0"
scr_sab_timelimit "20"
scr_sab_waverespawndelay "0"
scr_sab_winlimit "1"
scr_sd_bombtimer "45"
scr_sd_defusetime "5"
scr_sd_multibomb "0"
scr_sd_numlives "1"
scr_sd_planttime "5"
scr_sd_playerrespawndelay "0"
scr_sd_promode "0"
scr_sd_roundlimit "0"
scr_sd_roundswitch "3"
scr_sd_scorelimit "1"
scr_sd_timelimit "2.5"
scr_sd_waverespawndelay "0"
scr_sd_winlimit "4"
scr_team_fftype "0" script team friendly fire type
scr_team_kickteamkillers "0"
scr_team_respawntime "0"
scr_team_teamkillpointloss "1"
scr_team_teamkillspawndelay "20"
scr_thirdPerson "0"
scr_tispawndelay "0"
scr_vip_numlives "0"
scr_vip_promode "0"
scr_vip_roundlimit "3"
scr_vip_roundswitch "1"
scr_vip_scorelimit "1"
scr_vip_timelimit "2.5"
scr_vip_winlimit "2"
scr_war_numlives "0"
scr_war_playerrespawndelay "0"
scr_war_promode "0"
scr_war_roundlimit "1"
scr_war_scorelimit "7500"
scr_war_timelimit "10"
scr_war_waverespawndelay "0"
scr_war_winlimit "1"
scr_xpscale "1"
sensitivity "5" Mouse
sentry_placement_debug "0" Enables sentry placement debug lines
sentry_placement_feet_offset "17" Position of the feet from the center axis.
sentry_placement_feet_trace_dist_z "20" Max distance for a foot to be considered touching the ground
sentry_placement_trace_dist "42" Distance along the trace axis where the sentry will attempt to position itself
sentry_placement_trace_min_normal "0.7" Minimum normal to accept a sentry position
sentry_placement_trace_pitch "20" Pitch used for the trace axis
sentry_placement_trace_radius "30" Radius of the bound used for the placement trace
sentry_placement_trace_radius_canon_safety "5" Extra radius used in the forward direction to compensate for the canon length
server1
server10
server11
server12
server13
server14
server15
server16
server2
server3
server4
server5
server6
server7
server8
server9
session_immediateDeleteTinySessions "0" Whether to immediately delete sessions with 1 user
session_nonblocking "1" Non-blocking Session code
shieldImpactBulletShakeDuration "500" Viewmodel shake duration for bullet impacts.
shieldImpactBulletShakeScale "0.35" Viewmodel shake scale for bullet impacts.
shieldImpactExplosionHighShakeDuration "1250" Viewmodel shake duration for strong splash damage.
shieldImpactExplosionHighShakeScale "0.5" Viewmodel shake scale for strong splash damage.
shieldImpactExplosionLowShakeDuration "800" Viewmodel shake duration for weak splash damage.
shieldImpactExplosionLowShakeScale "0.4" Viewmodel shake scale for weak splash damage.
shieldImpactExplosionThreshold "85" Pre-shield splash damage that is above this will be 'strong'.
shieldImpactMissileShakeDuration "1500" Viewmodel shake duration for direct missile impacts.
shieldImpactMissileShakeScale "0.5" Viewmodel shake scale for direct missile impacts.
shortversion "1.0" Short game version
showdrop "0" Show dropped packets
showpackets "0" Show packets
sm_enable "1" Enable shadow mapping
sm_fastSunShadow "1" Fast sun shadow
sm_lightScore_eyeProjectDist "64" When picking shadows for primary lights, measure distance from a point this far in front of the camera.
sm_lightScore_spotProjectFrac "0.125" When picking shadows for primary lights, measure distance to a point this fraction of the light's radius along it's shadow direction.
sm_maxLights "4" Limits how many primary lights can have shadow maps
sm_minSpotLightScore "0.5" Minimum score (based on intensity, radius, and position relative to the camera) for a spot light to have shadow maps.
sm_polygonOffsetBias "0.125" Shadow map offset bias
sm_polygonOffsetScale "2" Shadow map offset scale
sm_qualitySpotShadow "1" Fast spot shadow
sm_spotDistCull "1" Distance cull spot shadows
sm_spotEnable "1" Enable spot shadow mapping from script
sm_spotLimit "4" Limit number of spot shadows from script
sm_spotShadowFadeTime "1" How many seconds it takes for a primary light shadow map to fade in or out
sm_strictCull "1" Strict shadow map cull
sm_sunEnable "1" Enable sun shadow mapping from script
sm_sunSampleSizeNear "0.25" Shadow sample size
sm_sunShadowCenter "0" Sun shadow center, 0 0 0 means don't override
sm_sunShadowScale "1" Sun shadow scale optimization
sm_sunShadowScaleLocked "1"
snaps "20" Snapshot rate
snd_cinematicVolumeScale "0.5" Scales the volume of Bink videos.
snd_draw3D "Off" Draw the position and info of world sounds
snd_drawInfo "None" Draw debugging information for sounds
snd_enable2D "1" Enable 2D sounds
snd_enable3D "1" Enable 3D sounds
snd_enableEq "1" Enable equalization filter
snd_enableReverb "1" Enable sound reverberation
snd_enableStream "1" Enable streamed sounds
snd_errorOnMissing "0" Cause a Com_Error if a sound file is missing.
snd_khz "44"
snd_levelFadeTime "250" The amout of time in milliseconds for all audio to fade in at the start of a level
snd_outputConfiguration "Windows"
snd_slaveFadeTime "500" The amount of time in milliseconds for a 'slave' sound
snd_touchStreamFilesOnLoad "0"
snd_volume "0.8" Game sound master volume
splitscreen "0" Current game is a game
stat_version "10"
stopspeed "100" The player deceleration
stringtable_debug "0"
sv_allowAnonymous "0"
sv_allowClientConsole "1"
sv_allowDownload "1"
sv_allowedClan1 Allow this clan to join the server
sv_allowedClan2
sv_cheats "0"
sv_clientArchive "1" Have the clients archive data to save bandwidth on the server
sv_clientSideBullets "1" If true, clients will synthesize tracers and bullet impacts
sv_connectTimeout "120" seconds without any message when a client is loading
sv_debugRate "0" Enable snapshot rate debugging info
sv_debugReliableCmds "0" Enable debugging information for 'reliable' commands
sv_floodProtect "1" Prevent malicious lagging by flooding the server with commands
sv_hostname "CoD4Host"
sv_hugeSnapshotDelay "200" How long to wait before building a new snapshot after a 'huge' snapshot is sent
sv_hugeSnapshotSize "4000" Size of a snapshot to be considered 'huge'
sv_iwdNames
sv_iwds
sv_kickBanTime "300" Time in seconds for a player to be banned from the server after being kicked
sv_mapRotation List of maps for the server to play
sv_mapRotationCurrent Current map in the map rotation
sv_maxclients "18"
sv_maxPing "0" Maximum ping allowed on the server
sv_maxRate "25000" Maximum bit rate
sv_minPing "0" Minimum ping allowed on the server
sv_network_fps "50" Number of times per second the server checks for net messages
sv_packet_info "0" Enable packet info debugging information
sv_padPackets "0" add nop bytes to messages
sv_paused "0" Pause the client/server
sv_privateClients "0" Maximum number of private clients allowed on the server
sv_privateClientsForClients "0"
sv_privatePassword
sv_pure "1"
sv_reconnectlimit "3" minimum seconds between connect messages
sv_referencedFFCheckSums
sv_referencedFFNames
sv_referencedIwdNames
sv_referencedIwds
sv_rejoinTimeout "5"
sv_running "0" Server is running
sv_showAverageBPS "0" Show average bytes per second for net debugging
sv_timeout "20" seconds without any message
sv_voiceQuality "3"
sv_zombietime "2" seconds to sync messages after disconnect
systemlink "0" Current game is a system link game
sys_configSum "230111639"
sys_configureGHz "18.5691"
sys_cpuGHz "2.67277"
sys_cpuName "Intel®"
sys_gpu "ATI"
sys_lockThreads "none"
sys_quitMigrateTime "15000"
sys_smp_allowed "1"
sys_SSE "1"
sys_sysMB "2048"
testClients_doAttack "1" Testclients will use the attack button.
testClients_doCrouch "0" Testclients will use the crouch button.
testClients_doMove "1" Testclients will use the movement.
testClients_doReload "1" Testclients will use the reload button.
testClients_watchKillcam "1" Testclients will not press buttons during killcam.
thermalBlurFactorNoScope "250" Amount of blur to use when drawing blur that is NOT through a weapon's thermal scope.
thermalBlurFactorScope "250" Amount of blur to use when drawing blur through a weapon's thermal scope.
thermal_playerModel Model to draw for players when in thermal vision mode
timescale "1"
tracer_debugDraw "0" Draw debug lines where the tracers should be visible.
tracer_explosiveColor1 "1" The 1st color of a bullet tracer when using explosive bullets
tracer_explosiveColor2 "1" The 2nd color of a bullet tracer when using explosive bullets
tracer_explosiveColor3 "1" The 3rd color of a bullet tracer when using explosive bullets
tracer_explosiveColor4 "1" The 4th color of a bullet tracer when using explosive bullets
tracer_explosiveColor5 "1" The 5th color of a bullet tracer when using explosive bullets
tracer_explosiveColor6 "1" The 6th color of a bullet tracer when using explosive bullets
tracer_explosiveOverride "1" When turned on, will apply an override to the tracer settings when shooting explosive bullets.
tracer_explosiveWidth "15" The width of a bullet tracer when using explosive bullets
tracer_firstPersonMaxWidth "4" The maximum width our OWN tracers can be when looking through our ADS
tracer_stoppingPowerColor1 "0" The 1st color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor2 "1" The 2nd color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor3 "1" The 3rd color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor4 "1" The 4th color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor5 "1" The 5th color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerColor6 "1" The 6th color of a bullet tracer when using StoppingPower bullets
tracer_stoppingPowerOverride "0" When turned on, will apply an override to the tracer settings when the stopping power perk is active.
tracer_stoppingPowerWidth "6" The width of a bullet tracer when using StoppingPower bullets
tracer_thermalWidthMult "2" The multiplier applied to the base width when viewed in thermal vision
turret_adsEnabled "1" Enable/Disable ADS on turrets
turret_adsFov "35" FOV when using a turret in ADS
turret_adsTime "250" Time (msec) to transition to ADS
turret_fov "55" FOV when using a turret
uiscript_debug "0"
ui_allow_classchange "0" Whether the UI should allow changing class
ui_allow_controlschange "1"
ui_allow_teamchange "0" Whether the UI should allow changing team
ui_bigFont "0.4" Big font scale
ui_borderLowLightScale "0.35" Scales the border color for the lowlight color on certain UI borders
ui_browserFriendlyfire "-1"
ui_browserKillcam "-1"
ui_browserMod "0"
ui_browserShowDedicated "0"
ui_browserShowEmpty "1"
ui_browserShowFull "1"
ui_browserShowPassword "-1"
ui_browserShowPure "1"
ui_buildLocation "-60" Where to draw the build number
ui_buildSize "0.2" Font size to use for the build number
ui_cinematicsTimestamp "0" Shows cinematics timestamp on subtitle UI elements.
ui_connectScreenTextGlowColor "0.3" Glow color applied to the mode and map name strings on the connect screen.
ui_currentFeederMapIndex "0" Currently selected map
ui_currentMap "0" Current map index
ui_customClassName Custom Class name
ui_customModeEditName Name to give the currently edited custom game mode when editing is complete
ui_customModeName Custom game mode name
ui_debugMode "0" Draw ui debug info on the screen.
ui_drawCrosshair "1" Whether to draw crosshairs.
ui_extraBigFont "0.55" Extra big font scale
ui_gametype "war"
ui_hud_hardcore "0" Whether the HUD should be suppressed for hardcore mode
ui_hud_obituaries "1"
ui_hud_showobjicons "1"
ui_joinGametype "0"
ui_mapname "mp_afghan"
ui_maxclients "18"
ui_mousePitch "0"
ui_multiplayer "1"
ui_netGametype "0"
ui_netGametypeName "dm"
ui_netSource "1" The network source where: 0:Local 1:Internet 2:Favourites
ui_partyFull "0" True if the current party is full.
ui_playerPartyColor "1" The local player's font color when shown in lobbies and parties
ui_serverStatusTimeOut "7000" Time in milliseconds before a server status request times out
ui_showEndOfGame "0"
ui_showList "0" Show onscreen list of currently visible menus
ui_showmap "1"
ui_showMenuOnly If set, only menus using this name will draw.
ui_sliderSteps "40" The number of steps for a slider itemdef
ui_smallFont "0.25" Small font scale
ui_textScrollFadeTime "0.2" Text scrolling takes this long (seconds) to fade out at the end before restarting
ui_textScrollPauseEnd "3" Text scrolling waits this long (seconds) at the end before restarting
ui_textScrollPauseStart "1" Text scrolling waits this long (seconds) before starting
ui_textScrollSpeed "30" Speed at which text scrolls vertically
unbindall
upnp_maxAttempts "4"
useFastFile "1"
useMapPreloading "1" Whether to start loading the map before connecting to server
useonlinestats "0" Whether to use online stats when in offline modes
useRelativeTeamColors "0" Whether to use relative team colors.
useSvMapPreloading "1" Whether to start loading the map before starting the server
useTagFlashSilenced "1" When true, silenced weapons will use "tag_flash_silenced" instead of "tag_flash".
vehAudio_inAirPitchDownLerp "1.2" Rate at which the pitch lerps down
vehAudio_inAirPitchUpLerp "0.75" Rate at which the pitch lerps up
vehAudio_spawnVolumeTime "2" Seconds it takes for spawned vehicles to reach full volume.
vehCam_angles "0" Camera angles from vehicle
vehCam_editMode "0" Enables camera edit mode via dvars
vehCam_freeLook "0" Enables free look mode
vehCam_offset "0" Focus offset from vehicle origin
vehCam_pitchClamp "45" Pitch clamp for user adjustment
vehCam_pitchTurnRate "90" Pitch turn rate for user adjustment
vehCam_radius "0" Camera radius from vehicle
vehCam_speedInfluence "0" Controls how much the vehicle's speed effects the camera.
vehCam_yawClamp "45" Yaw clamp for user adjustment
vehCam_yawTurnRate "260" Yaw turn rate for user adjustment
vehCam_zOffsetMode "World" Camera offset mode for Z axis
veh_boneControllerLodDist "2000" Distance at which bone controllers are not updated.
version "IW4" Game
vid_xpos "22"
vid_ypos "53"
viewModelDebugNotetracks "0" Enable display of viewmodel notetrack debug info.
viewModelHacks "1" Enabled depth hack and remove viewmodel from shadows.
viewposNow "0"
voiceDebug "0"
voiceDegrade "0"
waypointDebugDraw "0"
waypointDistScaleRangeMax "3000" Distance from player that icon distance scaling ends.
waypointDistScaleRangeMin "1000" Distance from player that icon distance scaling starts.
waypointDistScaleSmallest "0.8" Smallest scale that the distance effect uses.
waypointIconHeight "36" Height of the offscreen pointer.
waypointIconWidth "36" Width of the offscreen pointer.
waypointOffscreenCornerRadius "105" Size of the rounded corners.
waypointOffscreenDistanceThresholdAlpha "30" Distance from the threshold over which offscreen objective icons lerp their alpha.
waypointOffscreenPadBottom "30"
waypointOffscreenPadLeft "103" Offset from the edge.
waypointOffscreenPadRight "0"
waypointOffscreenPadTop "0"
waypointOffscreenPointerDistance "20" Distance from the center of the offscreen objective icon to the center its arrow.
waypointOffscreenPointerHeight "12"
waypointOffscreenPointerWidth "25"
waypointOffscreenRoundedCorners "1" Off-screen icons take rounded corners when true. 90-degree corners when false.
waypointOffscreenScaleLength "500" How far the offscreen icon scale travels from full to smallest scale.
waypointOffscreenScaleSmallest "1" Smallest scale that the offscreen effect uses.
waypointPlayerOffsetCrouch "56" For waypoints pointing to players, how high to offset off of their origin when they are crouching.
waypointPlayerOffsetProne "30" For waypoints pointing to players, how high to offset off of their origin when they are prone.
waypointPlayerOffsetStand "66" For waypoints pointing to players, how high to offset off of their origin when they are standing.
waypointSplitscreenScale "1.8"
waypointTweakY "-17" Scale applied to waypoint icons in splitscreen views.
wideScreen "0" True if the game video is running in 16x9 aspect, false if 4x3.
winvoice_loopback "0"
winvoice_mic_mute "1"
winvoice_mic_reclevel "65535"
winvoice_mic_scaler "1"
winvoice_save_voice "0"
xblive_hostingprivateparty "0" true only if we're hosting a party
xblive_loggedin "0" User is logged into xbox live
xblive_playEvenIfDown "0" Allow people to play online even if Live is down
xblive_privatematch "0" Current game is a private match


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09-08-2011, 06:26 AM #2
PussayPatrol
I'm a neat monster...
Can someone explain what all these codes are, and what they do? (lTheFallenl, Viper?) :confused:
09-08-2011, 07:02 AM #3
Originally posted by 69r View Post
Can someone explain what all these codes are, and what they do? (lTheFallenl, Viper?) :confused:

Isn't that the point of this thread, to explain the codes? There's a description next to most of them
09-08-2011, 07:17 AM #4
Savant
Trap And Dubstep Lifestyle
Well I Guess He Is A Ngu Teacher Now xD
09-08-2011, 11:45 AM #5
Platinum G
I’m too L33T
no God Mode? Happy
09-08-2011, 12:31 PM #6
PussayPatrol
I'm a neat monster...
Well, i took a look at this more then most of these wont work lol... sorry
09-08-2011, 02:53 PM #7
MeowDev
Power to the Premium
Originally posted by Platinum
no God Mode? Happy
god mode can be used in a button bind or a set. To use it as a set thingie you gotta type like set maxhealth "9999", idk the actual dvar.
09-17-2011, 03:00 PM #8
Mr.Azoz
I’m too L33T
Originally posted by Faizaan786


can you GTFO of NGU :n:
09-17-2011, 07:35 PM #9
lol good post i guess
09-17-2011, 07:38 PM #10
booyaka
Big Daddy
This is good .

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