cmdSystem->AddCommand( "listSpawnArgs", Cmd_ListSpawnArgs_f, CMD_FL_GAME|CMD_FL_CHEAT, "list the spawn args of an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "sayTeam", Cmd_SayTeam_f, CMD_FL_GAME, "team text chat" );
cmdSystem->AddCommand( "addChatLine", Cmd_AddChatLine_f, CMD_FL_GAME, "internal use - core to game chat lines" );
cmdSystem->AddCommand( "gameKick", Cmd_Kick_f, CMD_FL_GAME, "same as kick, but recognizes player names" );
cmdSystem->AddCommand( "give", Cmd_Give_f, CMD_FL_GAME|CMD_FL_CHEAT, "gives one or more items" );
cmdSystem->AddCommand( "centerview", Cmd_CenterView_f, CMD_FL_GAME, "centers the view" );
cmdSystem->AddCommand( "god", Cmd_God_f, CMD_FL_GAME|CMD_FL_CHEAT, "enables god mode" );
cmdSystem->AddCommand( "undying", Cmd_Undying_f, CMD_FL_GAME|CMD_FL_CHEAT, "enables undying mode (take damage down to 1 health, but do not die)" );
cmdSystem->AddCommand( "notarget", Cmd_Notarget_f, CMD_FL_GAME|CMD_FL_CHEAT, "disables the player as a target" );
cmdSystem->AddCommand( "noclip", Cmd_Noclip_f, CMD_FL_GAME|CMD_FL_CHEAT, "disables collision detection for the player" );
cmdSystem->AddCommand( "kill", Cmd_Kill_f, CMD_FL_GAME, "kills the player" );
cmdSystem->AddCommand( "where", Cmd_GetViewpos_f, CMD_FL_GAME|CMD_FL_CHEAT, "prints the current view position" );
cmdSystem->AddCommand( "getviewpos", Cmd_GetViewpos_f, CMD_FL_GAME|CMD_FL_CHEAT, "prints the current view position" );
cmdSystem->AddCommand( "setviewpos", Cmd_SetViewpos_f, CMD_FL_GAME|CMD_FL_CHEAT, "sets the current view position" );
cmdSystem->AddCommand( "teleport", Cmd_Teleport_f, CMD_FL_GAME|CMD_FL_CHEAT, "teleports the player to an entity location", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "trigger", Cmd_Trigger_f, CMD_FL_GAME|CMD_FL_CHEAT, "triggers an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "spawn", Cmd_Spawn_f, CMD_FL_GAME|CMD_FL_CHEAT, "spawns a game entity", idCmdSystem::ArgCompletion_Decl<DECL_ENTITYDEF> );
cmdSystem->AddCommand( "damage", Cmd_Damage_f, CMD_FL_GAME|CMD_FL_CHEAT, "apply damage to an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "remove", Cmd_Remove_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes an entity", idGameLocal::ArgCompletion_EntityName );
cmdSystem->AddCommand( "killMonsters", Cmd_KillMonsters_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes all monsters" );
cmdSystem->AddCommand( "killMoveables", Cmd_KillMovables_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes all moveables" );
cmdSystem->AddCommand( "killRagdolls", Cmd_KillRagdolls_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes all ragdolls" );
cmdSystem->AddCommand( "addline", Cmd_AddDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "adds a debug line" );
cmdSystem->AddCommand( "addarrow", Cmd_AddDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "adds a debug arrow" );
cmdSystem->AddCommand( "removeline", Cmd_RemoveDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes a debug line" );
cmdSystem->AddCommand( "blinkline", Cmd_BlinkDebugLine_f, CMD_FL_GAME|CMD_FL_CHEAT, "blinks a debug line" );
cmdSystem->AddCommand( "listLines", Cmd_ListDebugLines_f, CMD_FL_GAME|CMD_FL_CHEAT, "lists all debug lines" );
cmdSystem->AddCommand( "playerModel", Cmd_PlayerModel_f, CMD_FL_GAME|CMD_FL_CHEAT, "sets the given model on the player", idCmdSystem::ArgCompletion_Decl<DECL_MODELDEF> );
// cmdSystem->AddCommand( "testFx", Cmd_TestFx_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests an FX system", idCmdSystem::ArgCompletion_Decl<DECL_FX> );
// cmdSystem->AddCommand( "testBoneFx", Cmd_TestBoneFx_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests an FX system bound to a joint", idCmdSystem::ArgCompletion_Decl<DECL_FX> );
// RAVEN END
cmdSystem->AddCommand( "testLight", Cmd_TestLight_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a light" );
cmdSystem->AddCommand( "testPointLight", Cmd_TestPointLight_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a point light" );
cmdSystem->AddCommand( "popLight", Cmd_PopLight_f, CMD_FL_GAME|CMD_FL_CHEAT, "removes the last created light" );
cmdSystem->AddCommand( "testSave", Cmd_TestSave_f, CMD_FL_GAME|CMD_FL_CHEAT, "writes out a test savegame" );
cmdSystem->AddCommand( "testModel", idTestModel::TestModel_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a model", idTestModel::ArgCompletion_TestModel );
cmdSystem->AddCommand( "testSkin", idTestModel::TestSkin_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests a skin on an existing testModel", idCmdSystem::ArgCompletion_Decl<DECL_SKIN> );
cmdSystem->AddCommand( "testShaderParm", idTestModel::TestShaderParm_f, CMD_FL_GAME|CMD_FL_CHEAT, "sets a shaderParm on an existing testModel" );
cmdSystem->AddCommand( "keepTestModel", idTestModel::KeepTestModel_f, CMD_FL_GAME|CMD_FL_CHEAT, "keeps the last test model in the game" );
cmdSystem->AddCommand( "testAnim", idTestModel::TestAnim_f, CMD_FL_GAME|CMD_FL_CHEAT, "tests an animation", idTestModel::ArgCompletion_TestAnim );
cmdSystem->AddCommand( "testParticleStopTime", idTestModel::TestParticleStopTime_f,CMD_FL_GAME|CMD_FL_CHEAT, "tests particle stop time on a test model" );
cmdSystem->AddCommand( "nextAnim", idTestModel::TestModelNextAnim_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows next animation on test model" );
cmdSystem->AddCommand( "prevAnim", idTestModel::TestModelPrevAnim_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows previous animation on test model" );
cmdSystem->AddCommand( "nextFrame", idTestModel::TestModelNextFrame_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows next animation frame on test model" );
cmdSystem->AddCommand( "prevFrame", idTestModel::TestModelPrevFrame_f, CMD_FL_GAME|CMD_FL_CHEAT, "shows previous animation frame on test model" );
cmdSystem->AddCommand( "recordViewNotes", Cmd_RecordViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "record the current view position with notes" );
cmdSystem->AddCommand( "showViewNotes", Cmd_ShowViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "show any view notes for the current map, successive calls will cycle to the next note" );
cmdSystem->AddCommand( "closeViewNotes", Cmd_CloseViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "close the view showing any notes for this map" );
cmdSystem->AddCommand( "forceTeamChange", idMultiplayerGame::ForceTeamChange_f, CMD_FL_GAME, "force team change: forceTeamChange <id>" );
cmdSystem->AddCommand( "removeClientFromBanList", idMultiplayerGame::RemoveClientFromBanList_f, CMD_FL_GAME, "removes a client id from the ban list: removeClientFromBanList <client id>" );
cmdSystem->AddCommand( "verifyServerSettings", idGameLocal::VerifyServerSettings_f, CMD_FL_GAME, "verifies the game type can be played on the map" );
cmdSystem->AddCommand( "serverMapRestart", idGameLocal::MapRestart_f, CMD_FL_GAME, "restart the current game" );
cmdSystem->AddCommand( "serverForceReady", idMultiplayerGame::ForceReady_f,CMD_FL_GAME, "force all players ready" );
cmdSystem->AddCommand( "serverNextMap", idGameLocal::NextMap_f, CMD_FL_GAME, "change to the next map" );
#endif
// localization help commands
cmdSystem->AddCommand( "nextGUI", Cmd_NextGUI_f, CMD_FL_GAME|CMD_FL_CHEAT, "teleport the player to the next func_static with a gui" );
cmdSystem->AddCommand( "testid", Cmd_TestId_f, CMD_FL_GAME|CMD_FL_CHEAT, "output the string for the specified id." );
// RAVEN BEGIN
// bdube: vehicle code
cmdSystem->AddCommand( "killVehicles", Cmd_KillVehicles_f, CMD_FL_GAME|CMD_FL_CHEAT, "kills all vehicles" );
cmdSystem->AddCommand( "killMessage", Cmd_KillMessage_f, CMD_FL_GAME|CMD_FL_CHEAT, "prints a fake death message" );
cmdSystem->AddCommand( "apState", Cmd_APState_f, CMD_FL_GAME|CMD_FL_CHEAT, "prints AP state" );
// bdube: jump points
cmdSystem->AddCommand( "jump", Cmd_DebugJump_f, CMD_FL_GAME|CMD_FL_CHEAT, "jumps to a specific debug jump point" );
cmdSystem->AddCommand( "nextjumppoint", Cmd_DebugNextJumpPoint_f, CMD_FL_GAME|CMD_FL_CHEAT, "jumps to the next debug jump point " );
cmdSystem->AddCommand( "prevjumppoint", Cmd_DebugPrevJumpPoint_f, CMD_FL_GAME|CMD_FL_CHEAT, "jumps to the previous debug jump point" );
// cdr: Added Extract Tactical
cmdSystem->AddCommand( "extract_tactical", Cmd_AASExtractTactical_f, CMD_FL_GAME, "pulls tactical information for the current position." );
// RAVEN END
// RAVEN BEGIN
// abahr
cmdSystem->AddCommand( "call", Cmd_CallScriptFunc_f, CMD_FL_GAME|CMD_FL_CHEAT, "calls script function and prints out return val" );
cmdSystem->AddCommand( "setPlayerGravity", Cmd_SetPlayerGravity_f, CMD_FL_GAME|CMD_FL_CHEAT, "sets players local gravity" );
// cdr
cmdSystem->AddCommand( "ai_debugFilter", Cmd_AI_DebugFilter_f, CMD_FL_GAME, "ai_debugMove and ai_debugTactical only work on the specified entity (if none, does one you're looking at)", idGameLocal::ArgCompletion_AIName );
// ddynerman: multiple arena/CW stuff
cmdSystem->AddCommand( "setInstance", Cmd_SetInstance_f, CMD_FL_GAME, "sets a player's world instance" );
cmdSystem->AddCommand( "addIcon", Cmd_AddIcon_f, CMD_FL_GAME, "adds a test icon" );