Editing List of console commands and variables

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||'''mapportal_overlay'''||bool||yes/no||
||'''mapportal_overlay'''||bool||yes/no||
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||'''am_drawnodelines'''||toggle||on/off||Whether to draw node lines (and certain other internal lines not documented otherwise), for debugging
||'''am_drawnodelines'''||toggle||on/off||Whether to draw node lines and other internal lines, for debugging
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||'''am_drawsegs'''||toggle||on/off||Whether to draw BSP segs, for debugging.
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||'''am_dynasegs_bysubsec'''||toggle||yes/no||
||'''am_dynasegs_bysubsec'''||toggle||yes/no||
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||'''am_overlay'''||toggle||on/off||Whether automap is in overlay mode.
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||'''c_height'''||int||20 to 200||normal height of the console in pixels
||'''c_height'''||int||20 to 200||normal height of the console in pixels
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||'''sens_vanilla'''||toggle||yes/no||
||'''sens_vanilla'''||toggle||yes/no||
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||'''weapon_hotkey_cycling'''||bool||on/off||Whether to allow a weapon key to select one from multiple weapons, as is the case with the fist/chainsaw and the two shotguns in original DOOM.
||'''weapon_hotkey_cycling'''||bool||on/off||
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||'''weapon_hotkey_holding'''||bool||on/off||Whether holding the weapon key keeps changing the current weapon, when multiple weapons are selectable from the same key.
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||'''turbo'''||int||10 to 400||Turbo scale factor for walking/running. Only affects current player, even in multiplayer.
||'''turbo'''||int||10 to 400||Turbo scale factor for walking/running. Only affects current player, even in multiplayer.
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||'''hu_crosshair_hilite'''||toggle||on/off||Whether crosshair will highlight when player is aiming at a monster or friend
||'''hu_crosshair_hilite'''||toggle||on/off||Whether crosshair will highlight when player is aiming at a monster or friend
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||'''hu_crosshair_scale'''||toggle||on/off||Whether the crosshair gets scaled. It gets saved into the '''crosshair_scale''' [[OPTIONS]] field.
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||'''hu_messages'''||bool||on/off||Whether to show HUD messages.
||'''hu_messages'''||bool||on/off||Whether to show HUD messages.
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||'''hu_coordscolor'''||int||0 to 9||Colour of the coordinate widget.
||'''hu_coordscolor'''||int||0 to 9||Colour of the coordinate widget.
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||'''hu_restrictoverlaywidth'''||toggle||yes/no buffered||Whether to restrict the modern HUD to a 16:9 subscreen (if at 16:9 or wider aspect)
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||'''mn_toggleisback'''||toggle||yes/no||whether the '''menu_toggle''' keybinding action goes back one menu instead of exiting.
||'''mn_toggleisback'''||toggle||yes/no||whether the '''menu_toggle''' keybinding action goes back one menu instead of exiting.
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||'''mn_start_mapname'''||string||length 9 handlerset||Exact map header name of a map at which a new game started from the menus should begin at. If invoked from the menus, this command will immediately invoke the gamemode-dependent skill selection menu when its value is set.
||'''mn_start_mapname'''||string||length 9 handlerset||Exact map header name of a map at which a new game started from the menus should begin at. If invoked from the menus, this command will immediately invoke the gamemode-dependent skill selection menu when its value is set.
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||'''use_startmap'''||int||-1 to 1 or ask, no, yes||determines whether the game should use the menu or the start map to start new games. '''ask''' is used to indicate that the user has not chosen a value. The game will prompt the player to decide the next time the game is started.
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||'''mn_demoname'''||string||length 12||
||'''mn_demoname'''||string||length 12||
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||'''r_showhom'''||bool||yes/no||whether to show the flashing HOM indicator
||'''r_showhom'''||bool||yes/no||whether to show the flashing HOM indicator
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||'''r_stretchsky'''||bool||on/off||{{deprecated}} Do not use. Skies no longer need stretching, as Eternity will just fade them to a flat colour when looking up.
||'''r_stretchsky'''||bool||on/off||Whether to visually stretch skies when looking up.
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||'''r_swirl'''||bool||on/off||Whether to enable the swirling effect for all animated flats. Meant mainly for testing the effect; otherwise it's preferable to use [[EDF animations]].
||'''r_swirl'''||bool||on/off||Whether to enable the swirling effect for all animated flats. Meant mainly for testing the effect; otherwise it's preferable to use [[EDF animations]].
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||'''r_drawplayersprites'''||toggle||on/off||
||'''r_drawplayersprites'''||toggle||on/off||
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||'''r_centerfire'''||toggle||on/off||Whether to centre the weapon sprites when firing, like in GZDoom. Can also be saved in [[OPTIONS]].
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||'''displaynum'''||int||0 to number of displays||
||'''displaynum'''||int||0 to number of displays||
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