THE COMPLETE GUIDE TO VALID COMMANDS USEABLE IN THE EF2 CONSOLE

"command",["variables","variables explained",]"description of command"

The variables in the "variables" field can be:
	s = String
	i = Integer
	b = Boolean
	f = Float
	v[0,360][0,360][0,360] = Vector[x][y][z] (all values between 0 and 360)
They are not delimited, and can be lower or upper case. Upper case signifies
that the variable is optional An "@" symbol means that the variable is actually the
name of a variable to put a value into. The "variables explained" field lists a 
space delimited explanation of each variable.
There may be more than one version of a command, each version is used for different
purposes, and would have different variables.
These have all been taken directly out of the source code, and so should all work.
I make no guarantees, as I haven't tested them all.

"state","Dumps the player's state to the console."
"wuss","Gives player all weapons."
"god","I","god_mode","Sets the god mode cheat or toggles it."
"notarget","Toggles the notarget cheat."
"noclip","Toggles the noclip cheat."
"invprev","Cycle to player's previous item."
"invnext","Cycle to player's next item."
"give","sI","name amount","Gives the player the specified thing (weapon, ammo, item, etc.) and optionally the amount."
"giveweapon","s","weapon_name","Gives the player the specified weapon."
"use","sI","name weapon_hand","Use the specified weapon in the hand choosen (optional)."
"gameversion","Prints the game version."
"fov","F","fov","Sets the fov."
"spawn","sSSSSSSSS","entityname keyname1 value1 keyname2 value2 keyname3 value3 keyname4 value4","Spawns an entity."
"actor","sSSSSSSSS","modelname keyname1 value1 keyname2 value2 keyname3 value3 keyname4 value4","Spawns an actor."
"testthread","sS","scriptfile label","Starts the named thread at label if provided."
"resetstate","Reset the player's state table."
"whatis","i","entity_number","Prints info on the specified entity."
"actorinfo","i","actor_number","Prints info on the specified actor."
"showheuristics","Shows the current heuristic numbers"
"killent","i","entity_number","Kills the specified entity."
"killclass","sI","classname except_entity_number","Kills all of the entities in the specified class."
"removeent","i","entity_number","Removes the specified entity."
"removeclass","sI","classname except_entity_number","Removes all of the entities in the specified class."
"headtarget","Sets the Makes the player try to use whatever is in front of her."
"listinventory","List of the player's inventory."
"dualwield","ss","weaponleft weaponright","Dual wield the specified weapons"
"usedualwield","Use the weapons that are on the dual wield list"
"evaluatetorsoanim","Evaluate the torso anim for possible changes"
"nightvision","Toggles player nightvision mode"
"logstats","b","state","Turn on/off the debugging playlog"
"skipcinematic","Skip the current cinematic"
"resethaveitem","s","weapon_name","Resets the game var that keeps track that we have gotten this weapon"
"score","Show the score for the current deathmatch game"
"callvote","sS","arg1 arg2","Player calls a vote"
"vote","s","arg1","Player votes either yes or no"
"joinmpteam","s","teamName","Makes the player join the specified team."
"mpCmd","ss","command parm","Sends a command from the player to the multiplayer system."
"reloadviewtiki","s","tikiname","Reloads the specified TIKI file from disk"
"playerviewangles","v[0,360][0,360][0,360]","newAngles","set the angles of the player to newAngles."
"stance","i","stanceNumber","Makes the player change to the specified stance"
"stop","Stop the camera movement."
"fov","fF","fov fadeTime","Sets the camera's field of view (fov).if fadeTime is specified, camera will fade over that time if fov is less than 3, than an auto_fov will be assumed the value of fov will be the ratio used for keeping a watch entity in the view at the right scale"
"loadKFC","s","kfcFileName","Load KFC file, parse it, create an instance of a CameraPath"
"watchpath","F","fadeTime","Makes the camera look along the path of travel. if fadeTime is specified, camera will fade over that time"
"watchnode","F","fadeTime","Makes the camera watch based on what is stored in the camera nodes. if fadeTime is specified, camera will fade over that time"
"nowatch","F","fadeTime","Stop watching an entity or looking along a path. Camera is now static as far as orientation. if fadeTime is specified, camera will fade over that time"
"new","Starts a new path."
"setpath","e","path","Sets the new path."
"settargetname","s","targetname","Set the targetname."
"settarget","s","target","Set the trigger target."
"add","Add a new point to the camera path where the player is standing."
"delete","Delete the current path node."
"moveplayer","Move the player to the current path node position."
"replace","Replace the current path node position/angle with the player's."
"next","Go to the next path node."
"prev","Go to the previous path node."
"showpath","E","path","Shows the specified path."
"hidepath","Hides the paths."
"play","E","path","Play the current path or the specified one once."
"playKFCpath","sFV","kfc_filename yaw_offset origin_offset","Loads a key-framed camera path (.KFC) file.  Yaw_offset and origin_offset are optional."
"loopPath","E","path","Loop the current path or the specified one."
"stop","Stop the camera playing path."
"nowatch","Set the current path node to watch nothing."
"setfov","s","newFOV","Set the fov at the current path node."
"setfadetime","f","newFadeTime","Set the fadetime of the current path node."
"setspeed","f","speed","Set the speed of the camera at the current path node."
"save","s","filename","Saves the camera path."
"load","s","filename","Loads a camera path."
"savemap","s","filename","Saves the camera path to a map file."
"updateinput","Updates the current node with user interface values."
"nextpath","Go to the next path."
"prevpath","Go to the previous path."
"renamepath","s","newName","Rename the path to the new name."
"playCinematic","sS","cinematic originname","Play the current cinematic or the specified one once."
"playCinematicAt","sVF","cinematic origin yaw","Play a cinematic at the specified origin with optional yaw rotatioin."
"debug","Turns on debugging information for cinematics."
"endCinematic","B","callEndThreadFlag","Stop the cinematic."
"kill","console based command to kill yourself if stuck."
"checkanims","Check the animations in the .tik file versus the statefile"
"addspeaker","Add a new sound where the player is standing."
"addrandomspeaker","Add a new sound where the player is standing."
"addmusictrigger","Add a new music trigger where the player is standing."
"addreverbtrigger","Add a new reverb trigger where the player is standing."
"replace","Replace the current sound position with the player's."
"delete","Delete the current sound."
"moveplayer","Move the player to the current sound position."
"next","Go to the next sound."
"prev","Go to the previous sound."
"save","Saves the sounds."
"updateinput","Updates the current sound with user interface values."
"reset","Resets the state of all sounds and triggers."
"globaltranslate","v","translate_amount","Translates all sounds and triggers by specified amount."
"switchfacet","Switch the current facet that we are editing."
"previewreverb","Test out the current reverb settings."
"resetreverb","reset the reverb settings to a normal."
"reset","Reset the fulcrum right now."
"reset","Reset the SinkObject right now."
"health","i","newHealth","set the health of the entity to newHealth"
"gethealth","@f","currentHealth","Gets the health of the entity"
"maxhealth","i","newMaxHealth","set the max_health of the entity to newMaxHealth"
"getorigin","@v","returnval","Gets the origin of the entity."
"warp","v","position","Warps the entity to the specified position."
"spawn","@esSSSSSSSS","entity entityname keyname1 value1 keyname2 value2 keyname3 value3 keyname4 value4","Spawn the specified entity."
"killent","i","ent_num","Kill the specified entity."
"killclass","sI","class_name except","Kills everything in the specified class except for the specified entity (optional)."
"removeent","i","ent_num","Removes the specified entity."
"removeclass","sI","class_name except","Removes everything in the specified class except for the specified entity (optional)."
"removeActorsNamed","s","class_name","remove all actors in the game that have a matching name field (NOT targetname)"
"state","s","stateName","set the state to use for the player."
"ai_savepaths","Saves the path nodes under the default name."
"ai_save","s","filename","Save path nodes."
"ai_load","s","filename","Loads path nodes."
"ai_clearnodes","Clears all of the path nodes."
"ai_recalcpaths","i","nodenum","Update the specified node."
"ai_calcpath","ii","nodenum1 nodenum2","Calculate path from node1 to node2."
"ai_setflags","iSSSSSS","nodenum token1 token2 token3 token4 token5 token6","Set the flags for the specified node."	);
"ai_optimize","Optimizes the path nodes."
"ai_connectNodes","ss","node1 node2","Connects the 2 specified nodes."
"ai_disconnectNodes","ss","node1 node2","Disconnects the 2 specified nodes."
"spawn","sSSSSSSSS","entityname keyname1 value1 keyname2 value2 keyname3 value3 keyname4 value4","Spawn the specified entity."
"give","s","name","Gives the sentient the targeted item."
"health","f","health","Gives the sentient the specified amount health."
"viewanimate","Cycle through the animations modes of the current viewthing No Animation Animation with no motion Animation with looping motion Animation with motion\n"
"viewmodel","s","viewthingModel","Set the model of the current viewthing"
"viewnext","Advance to the next frame of animation of the current viewthing"
"viewprev","Advance to the previous frame of animation of the current viewthing"
"viewnextanim","Advance to the next animation of the current viewthing"
"viewprevanim","Advance to the previous animation of the current viewthing"
"viewsetframe","Set the animation to a specific frame number."
"viewscaleup","Increase the scale of the current viewthing"
"viewscaledown","Decrease the scale of the current viewthing"
"viewscale","f","scale","Set the scale of the current viewthing"
"viewyaw","f","yaw","Set the yaw of the current viewthing"
"viewpitch","f","pitch","Set the pitch of the current viewthing"
"viewroll","f","roll","Set the roll of the current viewthing"
"viewangles","f[0,360]f[0,360]f[0,360]","pitch yaw roll","Set the angles of the current viewthing"
"viewxtranslate","f","xtrans","Translate current viewthing in x direction"
"viewytranslate","f","ytrans","Translate current viewthing in y direction"
"viewztranslate","f","ztrans","Translate current viewthing in z direction"
"viewthingpull","Pulls the current viewthing to the camera"
"viewspawn","s","model","Create a viewthing with the specified model"
"viewspawnfromts","sS","reloadmodel spawnmodel","Create a viewthing from the model specified by the ToolServer"
"viewthingnext","Change the active viewthing to the next viewthing"
"viewthingprev","Change the active viewthing to the previous viewthing"
"viewattach","ss","tagname model","Attach a model the the specified tagname"
"viewdetach","Detach the current viewthing from its parent"
"viewdetachall","Detach all the models attached to the current viewthing"
"viewdelete","Delete the current viewthing"
"viewsetstatic","i","boolean","Makes the current viewthing a static (not dynamically lit) object"
"vieworigin","fff","x y z","Set the origin of the current viewthing"
"viewdeleteall","Delete all viewthings"
"viewsetanim","f","animNum","Set the animation absolutely based off a floating point value"
"viewnextmorph","Goes to the next morph for this model"
"viewprevmorph","Goes to the previous morph for this model"
"viewmorph","Morphs the current morph"
"viewunmorph","Unmorphs the current morph"
"viewsetload","s","filename","Loads the specified viewset"
"viewsetsave","Saves names and positions of currently spawned things data to disk"
"viewcopy","Copies the current viewthing"
"viewshoot","Shoots current viewthing ahead and sticks it on the wall"
"viewlistlist","List all TIKIs in the current .lst set"
"viewlistnext","Delete current viewthing and load next view thing in view list"
"viewlistprev","Delete current viewthing and load prev view thing in view list"
"viewlistliftmodel","f","z","Raise the origin (z) by specified amount"
"viewlisttoggledrop","Toggle whether objects are dropped upon spawning"
"viewlistjump","i","modelindex","Jumps to a specific model in a view set (.lst file) of models"
"viewresetorigin","Sets the origin of current viewspawn to its current origin"
"viewtransx","i","offsetamount","translate current viewspawn in x direction by specified amount"
"viewtransy","i","offsetamount","translate current viewspawn in y direction by specified amount"
"viewtransz","i","offsetamount","translate current viewspawn in z direction by specified amount"
"viewoffset","fff","x y z","Offsets the origin of the current viewthing"
"viewchangeroll","i","offsetamount","rotate current viewspawn around x axis by specified amount"
"viewchangepitch","i","offsetamount","rotate current viewspawn around y axis by specified amount"
"viewchangeyaw","i","offsetamount","rotate current viewspawn around z axis by specified amount"
"viewflash","Flashes the currently select viewthing"