Doom 3 Resurrection Of Evil [cheats] 
Cheat mode:
Press [Ctrl] + [Alt] + ~ to display the console window. 
Then, enter one of the following codes to activate the corresponding cheat function.



Effect Code 
Unknown _attack 
Unknown _back 
Switch to indicated weapon slot, regardless if you have a weapon there  _button0 
Switch to indicated weapon slot, regardless if you have a weapon there  _button1 
Switch to indicated weapon slot, regardless if you have a weapon there  _button2 
Switch to indicated weapon slot, regardless if you have a weapon there  _button3 
Switch to indicated weapon slot, regardless if you have a weapon there  _button4 
Switch to indicated weapon slot, regardless if you have a weapon there  _button5 
Switch to indicated weapon slot, regardless if you have a weapon there  _button6 
Switch to indicated weapon slot, regardless if you have a weapon there  _button7 
Unknown aas_goalArea  
Unknown aas_pullPlayer  
Unknown aas_randomPullPlayer  
Unknown aas_showAreas  
Unknown aas_showFlyPath  
Unknown aas_showHideArea  
Unknown aas_showPath  
Unknown aas_showPushIntoArea  
Unknown aas_showWallEdges  
Unknown aas_test 
Unknown aasstats 
Show AAS stats aasStats  
Unknown addarrow 
Adds debug arrow addarrow  
Core to game chat lines addChatLine  
Unknown addline 
Add debug line addline  
Scale contact friction af_contactFrictionScale  
Force the given friction value af_forceFriction  
Name of the body to highlight af_highlightBody  
Name of the constraint to highlight af_highlightConstraint  
Scale the joint friction af_jointFrictionScale  
Maximum angular velocity af_maxAngularVelocity:  
Maximum linear velocity af_maxLinearVelocity  
Show structures of articulated figures not at rest  af_showActive 
Show bodies af_showBodies  
Show body names af_showBodyNames  
Show two bodies constrained by the highlighted constraint  af_showConstrainedBodies 
Show constraint names af_showConstraintNames  
Show constraints af_showConstraints  
Show the inertia tensor of each body af_showInertia  
Show joint limits af_showLimits  
Show mass of each body af_showMass  
Show primary constraints only af_showPrimaryOnly  
Show articulated figure CPU usage af_showTimings  
Show the total mass of each articulated figure  af_showTotalMass 
Show tree-like structures af_showTrees  
Show velocity of each body af_showVelocity  
Skip friction af_skipFriction  
Skip joint limits af_skipLimits  
Skip self collision detection af_skipSelfCollision  
Test for bodies initially stuck in solid af_testSolid 
Scale time af_timeScale  
Use impulse-based contact friction af_useImpulseFriction  
Use impulse-based joint friction af_useJointImpulseFriction  
Use linear time algorithm for tree-like structures  af_useLinearTime 
Use constraint matrix symmetry af_useSymmetry  
Enable blocked fail safe handling ai_blockedFailSafe  
Draw movement information for monsters ai_debugMove 
Display script calls for the specified monster entity number  ai_debugScript 
Draw trajectory tests for monsters ai_debugTrajectory  
Draw attack cones for monsters ai_showCombatNodes  
Draw obstacle avoidance information for monsters.  ai_showObstacleAvoidance 1 
Draw obstacle avoidance information for monsters and player  ai_showObstacleAvoidance 2 
Draw path_* entities ai_showPaths:  
Unknown ai_testPredictPath  
Write .AVI for a command demo aviCmdDemo  
Save demo in .AVI format avidemo  
Write .AVI for a demo aviDemo  
Write .AVI for the current game aviGame  
Game benchmark benchmark  
Benchmark benchmark  
Unknown bind 
Bind command to a key bind  
Unknown bindlist 
Bind ragdoll at the current drag position bindRagdoll 
Bind a key, but unbinds it first if there are more than two binds  bindunbindtwo 
Unknown blinkline 
Blink a debug line blinkline  
Unknown centerview  
Center view centerview  
Check if new version of the game is available  checkNewVersion 
Unknown clear 
Clear the console clear  
Unknown clearlights  
Clear all lights clearLights  
Drop current weapon clientDropWeapon  
In-game GUI message mode clientMessageMode  
Voice chats clientVoiceChat  
Unknown clientVoiceChat  
Unknown clientVoiceChat  
Team voice chats clientVoiceChatTeam  
Close the view showing any notes for this map  closeViewNotes 
Cull back facing polygons cm_backFaceCul  
Debug collision detection cm_debugCollision  
Color used to draw the collision models cm_drawColor 
Draw filled polygons cm_drawFilled  
Draw internal edges green cm_drawInternal  
Collision mask cm_drawMask  
Draw polygon and edge normals cm_drawNormals  
Unknown cm_testAngle  
Unknown cm_testBox  
Unknown cm_testBoxRotation  
Unknown cm_testCollision  
Unknown cm_testLength  
Unknown cm_testModel  
Unknown cm_testOrigin  
Unknown cm_testRadius  
Unknown cm_testRandomMany  
Unknown cm_testReset  
Unknown cm_testRotation  
Unknown cm_testTimes  
Unknown cm_testWalk  
Unknown collisionmodelinfo  
Show collision model info collisionModelInfo  
Use ~ to toggle console com_allowConsole  
Sample input from the async thread com_asyncInput  
Mix sound from the async thread com_asyncSound  
Unknown com_aviDemoHeight  
Unknown com_aviDemoSamples  
Unknown com_aviDemoTics  
Unknown com_aviDemoWidth  
Unknown com_compressDemos  
Compress saved games com_compressSaveGame  
Unknown com_fixedTic  
Force generic platform independent SIMD com_forceGenericSIMD 
Unknown com_guid 
Record journal com_journal 1  
Play back journal com_journal 2  
Unknown com_logDemos  
Set hardware classification to com_machineSpec  
Set hardware classification to not detected,  com_machineSpec -1 
Set hardware classification to low quality,  com_machineSpec 0 
Set hardware classification to medium quality,  com_machineSpec 1 
Set hardware classification to high quality,  com_machineSpec 2 
Set hardware classification to ultra quality  com_machineSpec 3 
Make a build com_makingBuild 1  
Marker for memory stats com_memoryMarker  
Unknown com_minTics  
Run one game tick every async thread update  com_preciseTic 
Unknown com_preloadDemos  
Purge everything between level loads com_purgeAll  
Unknown com_showAngles  
Show async network stats com_showAsyncStats  
Unknown com_showDemo  
Show frame rate com_showFPS  
Show framerate com_showfps 1  
Show total and per frame memory usage com_showMemoryUsage  
show sound decoders com_showSoundDecoders  
Unknown com_showTics  
Unknown com_skipGameDraw  
Skip the renderer completely com_skipRenderer  
Show engine timings com_speeds  
Print time in milliseconds with each console print  com_timestampPrints 1 
Print time in seconds with each console print  com_timestampPrints 2 
Update the load size after loading a map com_updateLoadSize 
Hold last amount of detected video RAM com_videoRam 
Unknown com_wipeSeconds  
Unknown combinecubeimages  
Combine six images for roq compression combineCubeImages 
Unknown compressdemo  
Compress a demo file compressDemo  
Print on the console but not onscreen when console is displayed  con_noPrint 
Time messages displayed when console is displayed  con_notifyTime 
Speed at which the console moves con_speed   
Unknown condump 
Dump the console text to a file conDump  
Unknown connect 
Connect to a server connect  
Crashes game crash  
Crash game crash 
Unknown cvar_restart  
Restart the cvar system cvar_restart  
Unknown cvarlist 
Apply damage to an entity damage  
Launch script debugger debugger  
Print parses decl_show 1  
Print parses and references developer decl_show 2  
Delete selected entity deleteSelected  
Hold [Enter] to zoom view demoshot  
Save screenshot for a demo demoShot  
Load a map in developer mode devmap  
Open directory dir  
List a folder dir 
List a folder with sub-folders dirtree  
Unknown dirtyfeet 
Disassembles script disasmScript  
Disables connection for current multi-player game  disconnect 
Disconnect from a game disconnect  
Unknown dmap 
Compile map dmap 
Skip to last level doomhell  
Unknown echo 
Print indicated text echo   
Launch in-game Articulated Figure Editor editAFs 
Launch in-game Declaration Editor editDecls  
Launch GUI Editor editGUIs  
Change lighting editlight  
Launch in-game Light Editor editLights  
Open the in-game editor editor  
Launch level editor Radiant editor  
Launch in-game Particle Editor editParticles  
Launch in-game PDA Editor editPDAs  
Launch in-game Script Editor editScripts  
Change sounds in editor area editsounds  
launch in-game Sound Editor editSounds  
Unknown EntityPlacement  
Unknown envshot 
Take an environment shot envshot  
Unknown error 
Cause an error error  
Unknown exec 
Execute a config file exec  
Execute appropriate config files and sets cvars based on com_machineSpec  execMachineSpec 
Exit game exit 
Exit command demo exitCmdDemo  
Unknown exportmodels  
Export models exportmodels  
Unknown fillrate 
Finish the build process finishBuild  
Unknown flashlight  
Unknown focussoundseditor  
Freeze everything on screen freeze  
Freeze game for indicated number of seconds  freeze  
Unknown fs_basepath  
Unknown fs_caseSensitiveOS  
Unknown fs_cdpath 
Unknown fs_copyfiles  
Unknown fs_debug 
Unknown fs_devpath  
Unknown fs_game 
Unknown fs_restrict  
Unknown fs_savepath  
Armor takes this percentage of damage g_armorProtection   
Armor takes this percentage of damage in MP  g_armorProtectionMP   
Maintain even teams g_balanceTDM  
Unknown g_blobSize  
Unknown g_blobTime  
Show blood splats, sprays, and gibs g_bloodEffects  
Skip updating entities not marked 'cinematic' '1' during cinematics  g_cinematic 
Set seconds to allow game to run when skipping cinematic  g_cinematicMaxSkipTime   
Pregame countdown in seconds g_countDown   
Scale final damage on player by this factor  g_damageScale   
Display information on which animations are playing 
on specified entity; -1 disables  g_debugAnim  
Check for models with bounds over 2048 g_debugBounds 
Unknown g_debugCinematic  
Unknown g_debugDamage  
Unknown g_debugMove  
Unknown g_debugMover  
Unknown g_debugScript  
Unknown g_debugTriggers  
Unknown g_debugWeapon  
Show decals (bullet holes, etc.) g_decals  
Disassemble script into base/script disasm.txt when script is compiled  g_disasm 
Show double vision when taking damage g_doubleVision  
Unknown g_dragDamping  
Allow dragging physics objects around by placing the crosshair 
over them and holding [Fire]  g_dragEntity 
Unknown g_dragShowSelection  
Unknown g_dropItemRotation  
Unknown g_dvAmplitude  
Unknown g_dvFrequency  
Unknown g_dvTime 
Edit entity mode; 0 = off, 1 = lights, 2 = sounds, 3 = articulated figures, 
4 = particle systems, 5 = monsters, 
6 = entity names, 7 = entity models.  g_editEntityMode <0-7>  
Unknown g_exportMask  
Toggle disable buffer file writing for save games  g_flushSave <0 or 1> 
Unknown g_fov 
Display timing information for each game frame  g_frametime 
Score review time in seconds at end game g_gameReviewPause 
Unknown g_gravity 
Unknown g_gunX 
Unknown g_gunY 
Unknown g_gunZ 
Set how much health to take in nightmare mode  g_healthTakeAmt   
Set how low can health get taken in nightmare mode  g_healthTakeLimit   
Set how often to take health in nightmare mode  g_healthTakeTime   
Unknown g_kickAmplitude  
Unknown g_kickTime  
Unknown g_knockback  
Unknown g_maxShowDistance  
Unknown g_monsters  
Control the weapon sway in MP g_mpWeaponAngleScale   
Show muzzle flashes g_muzzleFlash <0 or 1>  
If nightmare mode is allowed g_nightmare <0 or 1>  
Game password g_password   
Show dynamic lights on projectiles g_projectileLights  
Draw boxes around thinking entities; dormant entities (outside of PVs) 
are yellow, non-dormant are green  g_showActiveEntities 
Enable ejected shells from weapon g_showBrass  
Display current frame number for camera when playing cinematics  g_showcamerainfo 
Unknown g_showCollisionModels  
Unknown g_showCollisionTraces  
Unknown g_showCollisionWorld  
Draw boxes around monsters that targeted player  g_showEnemies 
Unknown g_showEntityInfo  
Unknown g_showHud 
Enable shadow of player model g_showPlayerShadow  
Enable display of player hit percentage g_showProjectilePct 
Toggle hit % to HUD g_showprojectilepct 1  
Unknown g_showPVS 
Draw entities and their targets; hidden entities are gray  g_showTargets 
Display current animation and frame number for testmodels.  g_showTestModelFrame 
Draw trigger entities (orange) and their 
targets (green); disabled triggers are gray.  g_showTriggers 
Unknown g_showviewpos  
Unknown g_skill 
Unknown g_skipFX 
Unknown g_skipParticles  
Skip damage and other view effects g_skipViewEffects  
Let spectators talk to everyone during game  g_spectatorChat 
Unknown g_stopTime  
Draw arrows over teammates in team deathmatch  g_TDMArrows 
Unknown g_testDeath  
Unknown g_testHealthVision  
Test model animation; 0 = cycle anime with origin reset, 
1 = cycle anim with fixed origin, 2 = cycle anim with continuous origin, 
3 = frame by frame with continuous origin, 
4 = play anime once  g_testModelAnimate 
Number of frames to blend g_testModelBlend  
Test model rotation speed g_testModelRotate  
Test particle visualation; set by the particle editor  g_testParticle 
Name of the particle being tested by the particle editor  g_testParticleName 
Name of material to draw over screen g_testPostProcess  
When non-zero, shows entities whose think functions exceeded 
the number of milliseconds specified  g_timeEntities  
scale damage and armor dynamically to keep player alive more often  g_useDynamicProtection 
Unknown g_vehicleForce  
Unknown g_vehicleVelocity  
Unknown g_viewNodalX  
Unknown g_viewNodalZ  
Show available memory game_memory  
Display game class info game_memory  
Cause a game error gameError  
Kick player from multi-player game gameKick   
Kick indicated player name gameKick   
Print current view position getviewpos  
Display graphics card details gfxinfo  
Show graphics info gfxInfo  
Unknown give 
Spawn indicated item give   
Full weapons and ammunition give all  
Full ammunition for current weapons give ammo  
Armor to 125 give armor  
Classic 1995 version give doom95  
Health to 100 give health  
All keys  give keys  
BFG give weapon_bfg  
Chainsaw give weapon_chainsaw  
Machine gun give weapon_machinegun  
Plasmagun give weapon_plasmagun  
Rocket launcher give weapon_rocketlauncher  
Shotgun give weapon_shotgun  
God mode1 god  
Unknown gui_configServerRate  
Unknown gui_debug 
Unknown gui_edit 
Gametype filter gui_filter_gameType  
Password filter gui_filter_password  
Players filter gui_filter_players  
Unknown gui_mediumFontLimit  
Unknown gui_smallFontLimit  
Send heartbeat to master servers Heartbeat  
Show help help 
Hitch the game hitch  
Show IK debug lines ik_debug  
Enable IK ik_enable  
Name of log file; if empty "qconsole.log" will be used  ilFileName 
Set the maximum texture anisotropy if available  image_anisotropy   
Maximum MB reserved for temporary loading of full-sized 
precompressed images  image_cacheMegs   
Maximum KB of precompressed files to read at specification time  image_cacheMinK   
See texture MIP usage image_colorMipLevels  
Control texture downsampling image_downSize  
Control normal map downsampling image_downSizeBump  
Control normal map downsample limit image_downSizeBumpLimit  
Control diffuse map downsample limit image_downSizeLimit  
Control specular downsampling image_downSizeSpecular  
Control specular downsampled limit image_downSizeSpecularLimit  
Change texture filtering on mipmapped images  image_filter 
Unknown image_forceDownSize  
Ignore high quality setting on materials image_ignoreHighQuality 
Change lod bias on mipmapped images image_lodbias  
If 0, dynamically load all images image_preload <0 or 1>  
Round bad sizes down to nearest power of two  image_roundDown 
If 1, print number of outstanding background loads  image_showBackgroundLoads<0 or 1>  
Allow alpha/intensity/luminance luminance+alpha  image_useAllFormats 
If 1, do background load image caching image_useCache <0 or 1> 
If 0, force everything to high quality image_useCompression <0 or 1>  
If 2, use rxgb compression for normal maps; if 1, use 256 color compression 
for normal maps if available  image_useNormalCompression <0-2>  
Write batch file for offline compression of .DDS files  image_useOfflineCompression 
Use .DDS files if present image_usePrecompressedTextures  
Write .tgas of the final normal maps for debugging  image_writeNormalTGA 
Write .TGAs of the final palletized normal maps for debugging  image_writeNormalTGAPalletized 
Write .DDS files if necessary image_writePrecompressedTextures  
Write .TGAs of the non normal maps for debugging  image_writeTGA 
Always run (reverse _speed button) in multi-player mode  in_alwaysRun 
Angle change scale when holding _speed button  in_anglespeedkey 
Look around with mouse (reverse _mlook button)  in_freeLook 
Enable mouse input in_mouse  
Pitch change speed when holding _lookUp or _lookDown button  in_pitchspeed 
Unknown in_restart  
Restart the input system in_restart  
Yaw change speed when holding _left or _right button  in_yawspeed 
Unknown keeptestmodel  
Keep last test model in the game keepTestModel  
Kick client by connection number kick  
Kill current target; suicide if no one is targeted  kill 
Kill the player kill  
Kill all monsters in current level killmonsters  
Remove all monsters killMonsters  
Kill all moving enemies killmoveables  
Remove all moveables killMoveables  
Kill all non-moving enemies killragdolls  
Remove all ragdolls killRagdolls  
Scan LAN for servers LANScan  
Show LCP solver failures lcp_showFailures  
List active game entities listActiveEntities  
List articulated figures listAF  
Unknown listanims 
List all animations listAnims  
List audios listAudios  
List key bindings listBinds  
List game classes listClasses  
List commands listCmds  
Unknown listcollisionmodels  
List collision models listCollisionModels  
List cvars listCvars  
List all decls listDecls  
List all keys used by dictionaries listDictKeys  
List all values used by dictionaries listDictValues  
List emails listEmails  
Unknown listentities  
List game entities listEntities  
Lists indicated def file settings listentitydefs  
List entity defs listEntityDefs  
List FX systems listFX  
List game commands listGameCmds  
List GUIs listGuis  
List decl text character frequencies listHuffmanFrequencies  
Unknown listimages  
List images listImages  
Lists indicated def file settings listlightdefs  
Unknown listlines 
List all debug lines listLines  
Unknown listmaterials  
List materials listMaterials  
List model defs listModelDefs  
Unknown listmodels  
List all models listModels  
Unknown listmodes 
List all video modes listModes  
Lists images of monsters listmonsters  
List monsters listMonsters  
List particle systems listParticles  
List PDAs listPDAs  
List the entity defs listRenderEntityDefs  
List renderer commands listRendererCmds  
List the light defs listRenderLightDefs  
List scanned servers listServers  
Unknown listskins 
List skins listSkins  
List sound commands listSoundCmds  
List active sound decoders listSoundDecoders  
Unknown listsounds  
List all sounds listSounds  
Unknown listsoundshaders  
List sound shaders listSoundShaders  
List the spawn args of an entity listSpawnArgs  
List system commands listSystemCmds  
List tables listTables  
Unknown listthreads  
List script threads listThreads  
List tool commands listToolCmds  
List type info listTypeInfo  
Unknown listvertexcache  
List vertex cache listVertexCache  
List videos listVideos  
Load a game loadGame  
Localize GUIs localizeGuis  
Localize maps localizeMaps  
If 1, buffer log; if 2, flush after each print  logFile <1 or 2> 
Mouse pitch scale m_pitch  
Show mouse movement m_showMouseRate  
Number of samples blended for mouse viewing  m_smooth 
Mouse strafe movement scale m_strafeScale  
Number of samples blended for mouse moving m_strafeSmooth 
Mouse yaw scale m_yaw  
Make an ambient map makeAmbientMap  
Process giant images MakeMegaTexture  
Load a map map 
Play indicated map map   
Create memory dump memoryDump  
Create a compressed memory dump memoryDumpCompressed  
Valid skins (including flushing referenced pak files); decreased if over 0  mod_validSkins 
Unknown modulatelights  
Modify shader parms on all lights modulateLights  
Unknown nextanim 
Show next animation on test model nextAnim  
Show next animation frame on test model nextFrame 
Teleport player to the next func_static with a GUI  nextGUI 
Load next map on the server nextMap  
No clipping noclip  
Disable collision detection for the player noclip 
Ignored by most enemies notarget  
Unknown notarget 
Disable player as a target notarget  
Unknown overlaygui  
Print tokenized string parse  
Unknown parsewait 
Unknown path 
List search paths path  
Unknown playcmddemo  
Play back a command demo playCmdDemo  
Unknown playdemo 
Play back a demo playDemo  
Unknown playermodel  
Set the given model on the player playerModel   
Milliseconds the player can go without air before damage starts  pm_air  
x/y size of player's bounding box pm_bboxwidth  
Unknown pm_bobpitch  
Unknown pm_bobroll  
Unknown pm_bobup 
Bob much faster when crouched pm_crouchbob  
Height of player's bounding box while crouched  pm_crouchheight   
Time it takes for player's view to change from standing to crouching  pm_crouchrate   
Speed the player can move while crouched pm_crouchspeed  
Height of player's view while crouched pm_crouchviewheight   
Height of player's bounding box while dead pm_deadheight  
Height of player's view while dead pm_deadviewheight   
Approximate height the player can jump pm_jumpheight  
Amount player's view can look down pm_maxviewpitch   
Amount player's view can look up; negative values are up  pm_minviewpitch   
Draw camera from POV of player model; 1 = always, 2 = when dead  pm_modelView <1 or 2> 
Speed the player can move while in noclip pm_noclipspeed  
Height of player's bounding box while standing  pm_normalheight   
Height of player's view while standing pm_normalviewheight   
Bob faster when running pm_runbob  
Unknown pm_runpitch  
Unknown pm_runroll  
Speed the player can move while running pm_runspeed  
Size of the spectator bounding box pm_spectatebbox   
Speed the player can move while spectating pm_spectatespeed  
Length of time player can run pm_stamina   
Rate that player regains stamina; divide pm_stamina by this number 
to determine how to fully recharge.  pm_staminarate   
When stamina is below this value, player slows to a walk  pm_staminathreshold   
Maximum height player can step up without jumping  pm_stepsize  
Third person view pm_thirdPerson  
Toggle third person view pm_thirdperson <0 or 1>  
Direction of camera from player in third person in degrees; 0 = behind player, 
180 = in front  pm_thirdPersonAngle <0-180>  
Clip third person view into world space pm_thirdPersonClip 
Enable third person view when player dies pm_thirdPersonDeath 
Height of camera from normal view height in third person  pm_thirdPersonHeight   
Camera distance from player in third person  pm_thirdPersonRange   
Use cylinder approximation instead of 
bounding box for player collision detection  pm_usecylinder 
Bob slowly when walking pm_walkbob  
Player's walking speed pm_walkspeed   
Unknown poplight 
Remove last created light popLight  
Unknown prevanim 
Show previous animation on test model prevAnim  
Show previous animation frame on test model  prevFrame 
Print an articulated figure printAF  
Print an Audio printAudio  
Print an email printEmail  
Print an entity def printEntityDef  
Print an FX system printFX  
Print a material printMaterial  
Unknown printmode 
Print model info printModel  
Print a model def printModelDefs  
Print a particle system printParticle  
Print a PDA printPDA  
Unknown printshader  
Print a skin printSkin  
Print a sound shader printSoundShader  
Print a table printTable  
Print an Video printVideo  
Prompt and set the CD Key promptKey  
Exit game quit 
Quit the game quit  
Change gamma tables r_brightness  
Set brightness level r_brightness   
arbfp1, fp30 r_cgFragmentProfile  
arbvp1, vp20, vp30 r_cgVertexProfile  
Compare all surface bounds with precalculated ones  r_checkBounds 
Force screen clear every frame; 1 = purple, 
2 = black, R G B = custom  r_clear <1, 2, or R G B value>  
Custom screen height r_customHeight   
Custom screen width r_customWidth   
Step size of arrow cone line rotation in degrees  r_debugArrowStep   
Perform depth test on debug lines r_debugLineDepthTest  
Width of debug lines r_debugLineWidth   
Draw a filled polygon r_debugPolygonFilled  
Used during development to show IHV's their problems  r_demonstrateBug 
Optional display refresh rate option for vid mode  r_displayRefresh 
Force a call to glFinish() every frame r_finish 
Scale flare deforms from the material def r_flareSize 
Draw all images to screen after registration  r_forceLoadImages 
Draw to front buffer for debugging r_frontBuffer  
0 = windowed, 1 = full screen r_fullscreen <0 or 1>  
Change gamma tables r_gamma  
Set gamma level r_gamma <0-3>  
"opengl32", etc. r_glDriver   
Fraction to smear across neighbors r_hdr_bloomFraction  
Maximum light scale r_hdr_exposure  
Monitor gamma power r_hdr_gamma  
Random dither in monitor space r_hdr_monitorDither  
Use a floating point rendering buffer r_hdr_useFloats  
Random debugging without defining new vars r_ignore 
Random debugging without defining new vars r_ignore2 
Ignore GL errors r_ignoreGLErrors  
Ignore the fragment program extension r_inhibitFragmentProgram  
Randomly subpixel jitter the projection matrix  r_jitter 
Offset of joint names when r_showskel is set to 1  r_jointNameOffset 
Size of joint names when r_showskel is set to 1  r_jointNameScale 
Light all the back faces, even when they would be shadowed  r_lightAllBackFaces 
All light intensities are multiplied by this  r_lightScale 
Soft-shadow sampling r_lightSourceRadius  
Allow moving the view point without changing the composition of the scene, 
including culling  r_lockSurfaces 
Number of frames to emit GL logs r_logFile  
Override all materials r_materialOverride  
Draw only a specific level r_megaTextureLevel  
Combine model surfaces with the same material  r_mergeModelSurfaces 
Video mode number r_mode  
Number of antialiasing samples r_multiSamples  
Near Z clip plane distance r_near  
Polygon offset parameter r_offsetfactor  
Polygon offset parameter r_offsetunits  
Perform index reorganization to optimize vertex use  r_orderIndexes 
Hardware specific renderer path to use r_renderer 
Scale factor for jitter bias r_sb_biasScale  
Oversize FOV for point light side matching r_sb_frustomFOV 
Scale factor for jitter offset r_sb_jitterScale  
Pixel dimensions for each shadow buffer, 64 - 2048  r_sb_lightResolution 
Use GL_LINEAR instead of GL_NEAREST on shadow maps  r_sb_linearFilter 
Do not draw any occluders r_sb_noShadows  
0 = front faces; 1 = back faces; 2 = midway between them  r_sb_occluderFacing<0-3>  
polygonOffset factor for drawing shadow buffer  r_sb_polyOfsFactor 
polygonOffset units for drawing shadow buffer  r_sb_polyOfsUnits 
Randomly offset jitter texture each draw r_sb_randomize 
Set to 0, 1, 4, or 16 r_sb_samples   
Build shadows in screen space instead of on surfaces  r_sb_screenSpaceShadow 
Color the pixels contained in the frustum r_sb_showFrustumPixels 
only draw a single side (0 to 5) of points lights  r_sb_singleSide 
Cull geometry to individual side frustums r_sb_useCulling 
Draw offscreen r_sb_usePbuffer  
Width of screen space shadow sampling screenFraction for testing fill rate; 
the resolution of entire screen can be changed  r_sb_viewResolution 
Scale value for stencil shadow drawing r_shadowPolygonFactor 
Bias value added to depth test for stencil shadow drawing  r_shadowPolygonOffset 
Enable shadows r_shadows  
Report alloc/free counts r_showAlloc  
Report sphere and box culling stats r_showCull  
Report number of modeDefs and lightDefs in view  r_showDefs 
Report reads and writes to the demo file r_showDemo 
Display contents of the depth buffer and the depth range  r_showDepth 
Draw lines from vertexes to center of dominant triangles  r_showDominantTri 
Report stats on dynamic surface generation r_showDynamic 
Draw the sil edges r_showEdges  
Show entity scissor rectangles r_showEntityScissors  
1 = show all images instead of rendering, 2 = show in proportional size  r_showImages <0-2> 
Draw screen colors based on intensity; red = 0, 
green = 128, blue = 255  r_showIntensity   
1 = show frustum for each interaction, 2 = also draw lines to light origin, 
3 = also draw entity bbox  r_showInteractionFrustums <0-3>  
Report interaction generation activity r_showInteractions 
1 = show screen rectangle which contains the interaction frustum, 
2 = also draw construction lines  r_showInteractionScissors <0-2>  
1 = colors surfaces based on light count, 2 = also count everything through walls, 
3 = also print overdraw  r_showLightCount <0-3>  
1 = just print volumes numbers, highlighting ones covering the view, 
2 = also draw planes of each volume, 3 = also draw edges of each volume  r_showLights <0-3> 
Report scale factor applied to drawing for overbrights  r_showLightScale 
Show light scissor rectangles r_showLightScissors  
Display all the level images r_showMegaTexture  
Draw colored blocks in each tile r_showMegaTextureLabels  
Print frame memory utilization r_showMemory  
Draw wireframe normals r_showNormals  
1 = geometry overdraw, 2 = light interaction overdraw, 
3 = geometry and light interaction overdraw  r_showOverDraw <0-3> 
Draw portal outlines in color based on passed/not passed  r_showPortals 
Report drawsurf/index/vertex counts r_showPrimitives  
Color screen based on shadow volume depth complexity, 
2 or greater = print overdraw count based on stencil index values, 
3 = only show turboshadows, 4 = only show static shadows  r_showShadowCount <0-4>  
1 = visualize the stencil shadow volumes, 2 = draw filled in  r_showShadows <0-2> 
Highlight edges that are casting shadow planes  r_showSilhouette 
Draw skeleton when model animates, 1 = draw model with skeleton, 
2 = draw skeleton only  r_showSkel<0-2> 
Show which end (front or back) is blocking r_showSmp 
Show surface material name under crosshair r_showSurfaceInfo 
Report surface/light/shadow counts r_showSurfaces  
Shade triangles by tangent space; 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 
3 = use normal vector  r_showTangentSpace <0-3>  
Shade triangles by texture area polarity r_showTexturePolarity 
If greater than 0, draw each triangles texture (tangent) vectors  r_showTextureVectors   
Show intersection of an eye trace with the world  r_showTrace 
Enable wireframe rendering of the world; 1 = only draw visible ones, 2 = draw all front facing, 
3 = draw all  r_showTris <0-3> 
if 1, put all nVidia register combiner programming 
in display lists  r_showUnsmoothedTangents <0-1>  
Report entity and light updates and ref counts  r_showUpdates 
Unknown r_showVertexCache  
Draw all triangles with the solid vertex color  r_showVertexColor 
1 = displays the bounding boxes of all view models, 
2 = print index numbers  r_showViewEntitys <0-2>  
Only draw the portal area the view is actually in  r_singleArea 
Suppress all but one entity r_singleEntity  
Suppress all but one light r_singleLight  
Suppress all but one surface on each entity  r_singleSurface 
Only draw a single triangle per primitive r_singleTriangle 
Bypass all non-interaction drawing r_skipAmbient  
Do not draw anything r_skipBackEnd  
Skip all blend lights r_skipBlendLights  
Use flat surface instead of the bump map r_skipBump 
Do all rendering, but do not actually copyTexSubImage2D  r_skipCopyTexture 
Leave all deform materials in their original state  r_skipDeforms 
Use black for diffuse r_skipDiffuse  
Do not dynamically create textures r_skipDynamicTextures  
Skip all fog lights r_skipFogLights  
Bypass all front end work, but 2D GUI rendering still draws  r_skipFrontEnd 
1 = skip all gui elements on surfaces, 
2 = skip drawing but still handle events, 3 = draw but skip events  r_skipGuiShaders <0-3>  
Skip all light/surface interaction drawing r_skipInteractions 
Do not do any post-interaction light scaling  r_skipLightScale 
Only use the lowest level image r_skipMegaTexture  
Bypass all vertex/fragment program ambient drawing  r_skipNewAmbient 
Skip overlay surfaces r_skipOverlays  
1 = skip all particle systems r_skipParticles <0-1>  
Skip all post-process renderings r_skipPostProcess  
Skip 3D rendering, but pass 2D r_skipRender  
Null the rendering context during backend 3D rendering  r_skipRenderContext 
Skip ROQ decoding r_skipROQ  
Use black for specular1 r_skipSpecular  
1 = don't render any GUI elements on surfaces  r_skipSubviews <0 or 1>  
Ignore the per-view suppressions r_skipSuppress  
Skip the translucent interaction rendering r_skipTranslucent 
1 = do not accept any entity or light updates, making everything static  r_skipUpdates <0 or 1>  
Merge normals that dot less than this r_slopNormal   
Merge texture coordinates this far apart r_slopTexCoord  
Merge xyz coordinates this far apart r_slopVertex   
1 = do not render main view, allowing subviews to be debugged  r_subviewOnly <0 or 1>  
Changes wglSwapIntarval r_swapInterval  
Vertically scale USGS data r_terrainScale  
Experiment with vertex/fragment programs r_testARBProgram 
if over 0, draw a grid pattern to test gamma levels  r_testGamma  
if over 0 draw a grid pattern to test gamma levels  r_testGammaBias   
if over 0 draw a grid pattern to test gamma levels  r_testStepGamma   
Cache snapshots of dynamic models r_useCachedDynamicModels  
0 = full screen when near clipped, 1 = exact when near clipped, 
2 = exact always  r_useClippedLightScissors <0-2>  
Put all nVidia register combiner programming in display lists  r_useCombinerDisplayLists 
Use pre-calculated material registers if possible  r_useConstantMaterials 
0 = none, 1 = sphere, 2 = sphere and box r_useCulling <0-2> 
Defer tangents calculations after deform r_useDeferredTangents 
Use depth bounds test to reduce shadow fill  r_useDepthBoundsTest 
If 0, issue the callback immediately at update time, 
rather than deferring  r_useEntityCallbacks   
0 = none, 1 = box r_useEntityCulling <0 or 1>  
1 = Use custom scissor rectangle for each entity  r_useEntityScissors <0 or 1>  
1 = skip drawing caps when outside the light volume, 
2 = force to no caps for testing  r_useExternalShadows <0-2>  
if not 0, force the view frustum far distance 
to this distance  r_useFrustumFarDistance   
Use ARB_vertex_buffer_object for indexes r_useIndexBuffers 
Use the no-far-clip-plane trick r_useInfiniteFarZ  
1 = cull interactions r_useInteractionCulling <0 or 1>  
1 = use a custom scissor rectangle for each shadow interaction, 
2 = also crop using portal scissors  r_useInteractionScissors <0-2>  
Create a full entityDefs * lightDefs table to make 
finding interactions faster  r_useInteractionTable 
0 = none, 1 = box, 2 = exact clip of polyhedron faces, 
3 = also areas  r_useLightCulling <0 or 3>  
Use a more precise area reference determination  r_useLightPortalFlow 
1 = use custom scissor rectangle for each light  r_useLightScissors <0 or 1>  
Stop pushing reference bounds early when possible  r_useNodeCommonChildren 
Use pass optimization for mono lights r_useNV20MonoLights  
Use the dmap generated static shadow volumes  r_useOptimizedShadows 
1 = use portals to perform area culling, otherwise draw everything  r_usePortals<0 or 1> 
1 = do winding clipping to determine if each 
ambiguous tri should be lit  r_usePreciseTriangleInteractions <0 or 1>  
Scissor clip as portals and lights are processed  r_useScissor 
Try to cull shadows from partially visible lights  r_useShadowCulling 
Discard triangles outside light volume before shadowing  r_useShadowProjectedCull 
Scissor shadows by the scissor rect of the interaction surfaces  r_useShadowSurfaceScissor 
Do the shadow projection in the vertex program on capable cards  r_useShadowVertexProgram 
Consider verts with the same XYZ, but different ST the same for shadows  r_useSilRemap 
Avoid redundant state changes in GL_*() calls  r_useStateCaching 
Cards with 3+ texture units do a two pass instead of three pass  r_useTripleTextureARB 
Use infinite projection with W technique for dynamic shadows  r_useTurboShadow 
Do stencil shadows in one pass with different ops on each side  r_useTwoSidedStencil 
Use ARB_vertex_buffer_object for vertexes r_useVertexBuffers 
Unknown r_vertexBufferMegs  
Unknown radiant_ALTEdgeDrag  
Unknown radiant_AngleSpeed  
Unknown radiant_Autosave  
Unknown radiant_AutosaveMinutes  
Unknown radiant_camerawindow  
Unknown radiant_CamXYUpdate  
Unknown radiant_ChaseMouse  
Unknown radiant_CubicClipping  
Unknown radiant_CubicScale  
Unknown radiant_entityMode  
Unknown radiant_EntityShow  
Unknown radiant_HiColorTextures  
Unknown radiant_InspectorDockedDialogs  
Unknown radiant_InspectorsWindow  
Unknown radiant_LastMap  
Unknown radiant_LastProject  
Unknown radiant_LoadLast  
Unknown radiant_LoadLastMap  
Unknown radiant_LoadShaders  
Unknown radiant_MainWindowPlace  
Unknown radiant_ModelPath  
Unknown radiant_MoveSpeed  
Unknown radiant_NewFaceGrab  
Unknown radiant_NewLightStyle  
Unknown radiant_NewMapFormat  
Unknown radiant_NewRightClick  
Unknown radiant_NewTextureWindowStuff  
Unknown radiant_NewVertex  
Unknown radiant_NoClamp  
Unknown radiant_NoStipple  
Unknown radiant_QE4Paint  
Unknown radiant_QE4StyleWindows  
Unknown radiant_RadiantMapPath  
Unknown radiant_RotateLock  
Unknown radiant_Rotation  
Unknown radiant_RunBefore  
Unknown radiant_SavedInfo  
Unknown radiant_SelectWholeEntitiesKey  
Unknown radiant_SizePainting  
Unknown radiant_Snapshots  
Unknown radiant_SnapT  
Unknown radiant_StatusPointSize  
Unknown radiant_SwitchClipKey  
Unknown radiant_TextureLock  
Unknown radiant_TextureQuality  
Unknown radiant_TextureScale  
Unknown radiant_TextureScrollbar  
Unknown radiant_texwindow  
Unknown radiant_UndoLevels  
Unknown radiant_UseDisplayLists  
Unknown radiant_UseGLLighting  
Unknown radiant_UseTextureBar  
Unknown radiant_WideToolBar  
Unknown radiant_xywindow  
Unknown radiant_XZVIS  
Unknown radiant_xzwindow  
Unknown radiant_YZVIS  
Unknown radiant_yzwindow  
Unknown radiant_ZClipBottom  
Unknown radiant_ZClipEnabled  
Unknown radiant_ZClipTop  
Unknown radiant_ZVIS  
Unknown radiant_zwindow  
Show rigid bodies that are not at rest rb_showActive 
Show rigid bodies rb_showBodies  
Show the inertia tensor of each rigid body rb_showInertia 
Show the mass of each rigid body rb_showMass  
Show rigid body cpu usage rb_showTimings  
Show the velocity of each rigid body rb_showVelocity  
Unknown recordcmddemo  
Start recording game demo recorddemo  
Record a demo recordDemo  
Record current view position with notes recordViewNotes 
Unknown reexportmodels  
Re-exports models reexportmodels  
Respawn all dead enemies and destroyed objects  regenerateworld 
Regenerates all interactions regenerateWorld  
Unknown reload 
Unknown reloadanims  
Reload animations reloadanims  
Reload ARB programs reloadARBprograms  
Reload CG programs reloadCgPrograms  
Reload decls reloadDecls  
Reload engine down to including the file system  reloadEngine 
Unknown reloadentitydefs  
Unknown reloadfx 
Unknown reloadguis  
Reload GUIs reloadGuis  
Unknown reloadimages  
Reload images reloadImages  
Reload language dict reloadLanguage  
Unknown reloadmodels  
Reload models reloadModels  
Reload scripts reloadScript  
Unknown reloadshaders  
Unknown reloadsounds  
Reload all sounds reloadSounds  
Unknown reloadsoundshaders  
Reload the decl and images for selected surface  reloadSurface 
Remove an entity remove  
Unknown removeline  
Remove a debug line removeline  
Unknown renderbump  
Render a bump map renderbump  
Unknown renderbumpflat  
Render a flat bump map renderbumpFlat  
Check all referenced images for duplications  reportImageDuplication 
List all used materials sorted by surface area  reportSurfaceAreas 
Rescan serverinfo cvars and tell game rescanSI  
Unknown reset 
Reset a cvar reset  
Unknown roq 
Encode a roq file roq  
Unknown runaas 
Compile an AAS file for a map runAAS  
Compile AAS files for all maps in a folder runAASDir 
Unknown runreach 
Calculate reachability for an AAS file runReach 
Unknown s_cacheinfo  
Unknown s_cacheinvalidate  
Unknown s_constantAmplitude  
Reduce sound volume with this distance when going through a door  s_doorDistanceAdd   
Unknown s_dotbias2  
Unknown s_dotbias6  
Unknown s_drawSounds  
Unknown s_force22kHz  
Volume to all speakers when not spatialized  s_globalFraction 
Unknown s_maxSoundsPerShader  
Unknown s_meterTopTime  
Unknown s_minVolume2  
Unknown s_minVolume6  
Unknown s_musictrack  
Unknown s_noSound 
Set number of speakers s_numberOfSpeakers   
Play beep for missing sounds s_playDefaultSound  
Unknown s_quadraticFalloff  
Unknown s_realTimeDecoding  
Unknown s_restart 
Restart the sound system s_restart  
Unknown s_reverse 
Unknown s_showLevelMeter  
Toggle sound level display s_showlevelmeter 1  
Unknown s_showStartSound  
mute All sounds but this emitter s_singleEmitter  
Unknown s_spatializationDecay  
Set volume to subwoofer in Dolby 5.1 s_subFraction   
Unknown s_useOcclusion  
Set sound volume; default is 0 s_volume_db   
Set volume in dB s_volume_dB   
Save a game saveGame  
Save all lights to the .map file saveLights  
Save all moveables to the .map file saveMoveables  
Save all lights to the .map file saveParticles  
Save all ragdoll poses to the .map file saveRagdolls 
Save the selected entity to the .map file saveSelected 
Text chat say 
Send message to everyone in multi-player say  
Team text chat sayTeam  
Unknown screenshot  
Take a screenshot screenshot  
Unknown script 
Execute a line of script script  
Mouse view sensitivity sensitivity  
Force all players ready serverForceReady  
Show server info serverInfo  
Restart current game serverMapRestart  
Change to next map serverNextMap  
Unknown set 
Set a cvar set 
Unknown seta 
Set a cvar and flags it as archive seta  
Detect system capabilities and sets com_machineSpec to appropriate value  setMachineSpec 
Unknown sets 
Set a cvar and flags it as server info sets 
Unknown setstepgamma  
Set a cvar and flags it as tool sett  
Unknown setu 
Set a cvar and flags it as user info setu  
Unknown setviewpos  
Set the current view position setviewpos  
Show memory used by dictionaries showDictMemory  
Show memory used by interactions showInteractionMemory  
Show memory used by strings showStringMemory  
Show memory used by triangle surfaces showTriSurfMemory  
Show any view notes for the current map, 
successive calls will cycle to the next note  showViewNotes 
Frag limit si_fragLimit  
Set game type to: singleplayer, deathmatch, tourney, team dm or last man  si_gameType  
Map to be played next on server si_map   
Engine version si_version  
Do pre-game warmup si_warmup  
Resize screen to smaller view sizedown  
Make the rendered view smaller sizeDown  
Resize screen to larger view; no effect if in fullscreen  sizeup 
Make the rendered view larger sizeUp  
Spawn a game entity spawn  
Spawn indicated model spawn   
Unknown spawnserver  
Spawn a server spawnServer  
Prepare to make a build startBuild  
Display game status status  
Stop recording game demo stoprecording  
Stop demo recording stopRecording  
Unknown sys_arch 
Unknown sys_cpustring  
Unknown sys_lang 
Take notes about the current map from the current view  takeViewNotes 
Extended take view notes takeViewNotes2  
Teleport player to an entity location teleport  
Unknown testanim 
Test an animation testAnim  
Unknown testblend 
Test animation blending testBlend  
Test an FX system bound to a joint testBoneFx  
Unknown testbump 
Unknown testdamage  
Test a damage def testDamage  
Test death testDeath  
Unknown testfx 
Test an FX system testFx  
Unknown testgui 
Test a GUI testGUI  
Unknown testimage 
Display given image centered on screen testImage 
Unknown testlight 
Test a light testLight  
Unknown testmap 
Test a map testmap  
Unknown testmodel 
Test a model testModel  
Unknown testparticle  
Test particle stop time on a test model testParticleStopTime 
Test a point light testPointLight  
Write out a test savegame testSave  
Test a save game for a level testSaveGame  
Unknown testshader  
Set a shaderParm on an existing testModel testShaderParm 
Unknown testsimd 
Test SIMD code testSIMD  
Test a skin on an existing testModel testSkin  
Test a sound testSound  
Unknown testtrace 
Display given cinematic testVideo   
Unknown testwipe 
Time a command demo timeCmdDemo  
Time a demo timeDemo  
Benchmark test timedemo demo1.demo  
Time a demo and quits timeDemoQuit  
Scales the time timescale   
Unknown toggle 
Toggle a cvar toggle  
Touch a decl touch  
Unknown touchfile 
Touch a file touchFile  
Touch a list of files touchFileList  
Unknown touchfx 
Unknown touchgui 
Touch a gui touchGui  
Unknown touchmaterial  
Unknown touchmodel  
Touch a model touchModel  
Unknown touchparticle  
Unknown touchskin 
Unknown touchsound  
Trigger an entity trigger  
Auto reload weapon ui_autoReload  
Auto switch weapon ui_autoSwitch  
Player name ui_name  
Player is ready to start playing ui_ready  
Show gun ui_showGun  
Player skin ui_skin  
Play or spectate ui_spectate  
Player team ui_team  
Unknown unbind 
Unbind any command from a key unbind  
Unknown unbindall 
Unbind any command from all keys unbindall  
Unbind selected ragdoll unbindRagdoll   
Cause sync down of game-modified userinfo updateUI 
Update to previously entered screen resize code  vid_restart 
Restart renderSystem vid_restart  
Unknown vstr 
Insert the current value of a cvar as command text  vstr 
Delay remaining buffered commands one or more frames  wait 
Advance to next weapon slot weapnext  
Unknown weapon 
Puts bloodsplat on your gun weaponsplat  
Project blood splat on the player weapon weaponSplat 
Return to previous weapon slot weapprev  
Show location and map name where  
Print current view position where  
Allow multiple instances running concurrently  win_allowMultipleInstances 
Disable Windows task keys win_notaskkeys  
Unknown win_outputDebugString  
Unknown win_outputEditString  
Allow game to be updated while dragging window  win_timerUpdate 
Windows user name win_username  
Unknown win_viewlog  
Horizontal position of window win_xpos  
Vertical position of window commands win_ypos  
Write a command demo writeCmdDemo  
Unknown writeconfig  
Write a config file writeConfig  
Write game state writeGameState  
Unknown writeprecache  
Write precache  writePrecache  


1. This code must be activated after each stage loading sequence. 

Please submit any information regarding the unknown codes. 

Information in this section was contributed by Sebazzz 


--------------------------------------------------------------------------------
Monster names:
Use one of the following entries with the spawn code.


Effect Name 
Cyberdemon monster_boss_cyberdemon  
Guardian monster_boss_guardian  
Guardian's Seeker monster_boss_guardian_seeker  
Sabaoth monster_boss_sabaoth  
Vagary monster_boss_vagary  
Archvile monster_demon_archvile  
Cherub monster_demon_cherub  
Hellknight monster_demon_hellknight  
Imp monster_demon_imp  
Maggot monster_demon_maggot  
Mancubus monster_demon_mancubus  
Pinky monster_demon_pinky  
Revenant monster_demon_revenant  
Tick monster_demon_tick  
Trite monster_demon_trite  
Wraith monster_demon_wraith  
Cacodemon monster_flying_cacodemon  
Lostsoul monster_flying_lostsoul  
Zombie wth flashlight monster_zombie_ maint_flashlight  
Flaming Zombie monster_zombie_bernie  
Commando Zombie monster_zombie_commando  
Commando Zombie with chaingun monster_zombie_commando_cgun  
Fat Zombie with wrench monster_zombie_fat_wrench  
Fat Zombie monster_zombie_fat2  
Zombie in jumpsuit monster_zombie_jumpsuit  
Zombie eating monster_zombie_jumpsuit_eating  
Zombie in labcoat monster_zombie_labcoat  
Zombie missing limb monster_zombie_limb  
Zombie monster_zombie_maint  
Bald zombie monster_zombie_maint_bald  
Zombie with no jaw monster_zombie_maint_nojaw  
Skinny zombie monster_zombie_maint_skinny  
Zombie with Wrench monster_zombie_maint_wrench  
Zombie monster_zombie_maint2  
Zombie with a pipe monster_zombie_pipe  
Chainsaw zombie monster_zombie_sawyer  
Skinny zombie monster_zombie_skinny  
Bloody mouthed zombie monster_zombie_suit_bloodymouth  
Headless zombie monster_zombie_suit_neckstump  
Skinny zombie in suit monster_zombie_suit_skinny  
Bald Zombie in T-shirt monster_zombie_tshirt_bald  
Zombie in T-shirt monster_zombie_tshirt_blown  
Z-sec Zombie with machine gun monster_zsec_machinegun  
Z-sec Zombie with pistol monster_zsec_pistol  
Z-sec Zombie with shield monster_zsec_shield  
Z-sec Zombie with shotgun monster_zsec_shotgun  



--------------------------------------------------------------------------------
Other names:
Use one of the following entries with the spawn code.


Effect Name 
Adrenaline powerup_adrenaline  
Megahealth powerup_megahealth  
Invisibility powerup_invisibility  



--------------------------------------------------------------------------------
Weapon names:
Use one of the following entries with the give code. 
weapon_chaingun 
weapon_grenade
weapon_pistol
weapon_soulcube 
Ammunition names:
Use one of the following entries with the give code. 

ammo_bfg_small
ammo_belt_small
ammo_clip_small
ammo_bullets_small
ammo_cells_small
ammo_rockets_small
ammo_shells_small
ammo_grenage_small
ammo_clip_large
ammo_bullets_large
ammo_cells_large
ammo_rockets_large
ammo_shells_large 
Item names:
Use one of the following entries with the give code. 

pda admin_banks
pda admin_dorweiler
pda admin_moses
pda admin_simons
pda alphalabs1_berger
pda alphalabs1_krietman
pda alphalabs1_lipsitz
pda alphalabs1_smith
pda alphalabs2_chin
pda alphalabs2_connors
pda alphalabs3_abrams
pda alphalabs3_lamia
pda alphalabs3_nelson
pda alphalabs3_poota
pda alphalabs4_kaczynski
pda caverns1_cody
pda comm1_blake
pda comm1_finch
pda comm1_wolfe
pda comm1_wolfe
pda commoutside_holiday
pda commoutside_ridge
pda cpu_bates
pda cpu_haskell
pda cpuboss_tooloose
pda delta1_mora
pda delta1_price
pda delta2a_cinders
pda delta2a_raleigh
pda delta2a_wilson
pda delta2b_bullman
pda delta2b_erikson
pda delta2b_mcneil
pda delta2b_stemmons
pda delta3_cerano
pda delta3_lee
pda delta3_shultz
pda delta4_gilbert
pda delta5_jackson
pda delta5_swann
pda enpro_chasar
pda enpro_hammer
pda enpro_raad
pda hell_garlick
pda hell_hebert
pda marscity2_caseon
pda marscity2_duncan
pda marscity2_stanton
pda marscity2_tyson
pda mc1_berneche
pda mcunderground_baston
pda mcunderground_delahue
pda mcunderground_ryan
pda mcunderground_young
pda monorail_cullen
pda monorail_harding
pda monorail_hollies
pda monorail_ross
pda recycling1_garza
pda recycling1_sadowayj
pda recycling2_johnson
pda recycling2_moen
pda site3_davis
pda site3_rogers
video bfg
video chaingun
video demon_museum
video epd (download videodisc with content)
video hydrocon
video ian_report
video ipn_news
video mfs
video plasmagun
video recycling
video soulcube
video tablets 
Storage locker combinations:
Information in this section was contributed by Marty Grismer. 

Locker Code  Contents  
009  492  Security Armor, Machinegun Ammo, Chain Gun Ammo  
029  516 Security Armor, Machinegun Ammo 
034 134 Machinegun Ammo, Chain Gun Ammo 
035 134 Pistol Rounds, Shotgun Shells, Armor Shards  
042 714 Shotgun Shells, Chain Gun Ammo 
105  769 Pistol Rounds, Shotgun Shells, Hand Grenades  
116 634 Shotgun Shells, Plasma Cells 
117 634 Shotgun Shells, Chain Gun Ammo 
407 937 Pistol Rounds, Shotgun Shells, Small Med-kit  
408 937 Shotgun Shells 



--------------------------------------------------------------------------------
Hint: Secret web site and code:
On the Phobos Labs Sector 2 level, located in the Commons area, 
play all five levels of the Martian Buddy Blaster mini-game. 
Upon winning. you will receive a message in your personal PDA giving you 
this link: http://www.martianbuddy.com/blaster.html. 
This is one of two ways to get the code (634) 
for lockers #116 and #117 in the Delta Labs. 
The second method is to get the Patrick Hook PDA.