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Counter-Strike: Global Offensive

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Title Screen

Counter-Strike: Global Offensive

Developers: Valve, Hidden Path Entertainment
Publisher: Valve
Platforms: Windows, Mac OS X, Linux, Xbox 360, PlayStation 3
Released internationally: August 21, 2012 (Windows, Mac OS X, Xbox 360, PlayStation 3), September 23, 2014 (Linux)


CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


<Sanky> please suggest an unused sprite with a clock or something
This game is still under active development.
Be aware that any unused content you find may become used or removed in the future. Please only add things to the article that are unlikely to ever be used, or went unused for some time. If they do get used, please remove them from the page and specify in the edit summary!


Counter-Strike: Global Offensive started out as a console port of Counter-Strike: Source with more HD Brown™ and foggy maps, but focused their efforts on its competitive matchmaking mode and the eSports scene to great effect. They actually updated de_dust in this one! The game went Free to Play on 6th December 2018.

Subpages

Cs go mp5 profile.png
Unused models
Hostages from another era.
CS GO Pin smileblue large.png
Unused textures
Placeholder graphics galore!
CS GO Pin iheartcsgo.png
Unused text
A section filled with Unused Rankings text...among other things.
SoundIcon.png
Unused sounds
"Now playing as a terrorist..."

Unused Config files

Give_all_items

Typing "exec give_all_items" in console, doesn't do anything because the command "econ_droppaintedgun" is not coded. Also, some weapon listed below are not implemented, such as "weapon_dbarrel", "weapon_c4_radio", "weapon_knife_css", "weapon_c4_customcode" , "weapon_knife_pliers" ... These weapons don't exist even in-game.

econ_droppaintedgun weapon_ak47 aq_oiled
econ_droppaintedgun weapon_aug aq_oiled
econ_droppaintedgun weapon_awp aq_oiled
econ_droppaintedgun weapon_bayonet aq_oiled
econ_droppaintedgun weapon_bizon aq_oiled
econ_droppaintedgun weapon_c4 aq_oiled
econ_droppaintedgun weapon_c4_customcode aq_oiled
econ_droppaintedgun weapon_c4_radio aq_oiled
econ_droppaintedgun weapon_dbarrel aq_oiled
econ_droppaintedgun weapon_deagle aq_oiled
econ_droppaintedgun weapon_decoy aq_oiled
econ_droppaintedgun weapon_elite aq_oiled
econ_droppaintedgun weapon_famas aq_oiled
econ_droppaintedgun weapon_fiveseven aq_oiled
econ_droppaintedgun weapon_flashbang aq_oiled
econ_droppaintedgun weapon_g3sg1 aq_oiled
econ_droppaintedgun weapon_galilar aq_oiled
econ_droppaintedgun weapon_glock aq_oiled
econ_droppaintedgun weapon_hegrenade aq_oiled
econ_droppaintedgun weapon_hkp2000 aq_oiled
econ_droppaintedgun weapon_incgrenade aq_oiled
econ_droppaintedgun weapon_knife aq_oiled
econ_droppaintedgun weapon_knife_css aq_oiled
econ_droppaintedgun weapon_knife_flip aq_oiled
econ_droppaintedgun weapon_knife_gut aq_oiled
econ_droppaintedgun weapon_knife_karambit aq_oiled
econ_droppaintedgun weapon_knife_pliers aq_oiled
econ_droppaintedgun weapon_m249 aq_oiled
econ_droppaintedgun weapon_m4a1 aq_oiled
econ_droppaintedgun weapon_m4a1_silencer aq_oiled
econ_droppaintedgun weapon_mac10 aq_oiled
econ_droppaintedgun weapon_mag7 aq_oiled
econ_droppaintedgun weapon_molotov aq_oiled
econ_droppaintedgun weapon_mp7 aq_oiled
econ_droppaintedgun weapon_mp9 aq_oiled
econ_droppaintedgun weapon_negev aq_oiled
econ_droppaintedgun weapon_nova aq_oiled
econ_droppaintedgun weapon_p250 aq_oiled
econ_droppaintedgun weapon_p90 aq_oiled
econ_droppaintedgun weapon_revolver aq_oiled
econ_droppaintedgun weapon_sawedoff aq_oiled
econ_droppaintedgun weapon_scar20 aq_oiled
econ_droppaintedgun weapon_sg556 aq_oiled
econ_droppaintedgun weapon_smokegrenade aq_oiled
econ_droppaintedgun weapon_ssg08 aq_oiled
econ_droppaintedgun weapon_taser aq_oiled
econ_droppaintedgun weapon_tec9 aq_oiled
econ_droppaintedgun weapon_ump45 aq_oiled
econ_droppaintedgun weapon_usp_silencer aq_oiled
econ_droppaintedgun weapon_xm1014 aq_oiled

Half-Life 2 E3 leftovers

Game contain a files lab.cfg and start.cfg from HL2 E3 demo.

lab.cfg

unbindall
bind "TAB" "+showscores"
bind "ENTER" "+attack"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "'" "+moveup"
bind "," "+moveleft"
bind "." "+moveright"
bind "/" "+movedown"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "ent_fire scene_1_acting_intro start"
bind ";" "+mlook"
bind "[" "invprev"
bind "]" "invnext"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "c" "+movedown"
bind "d" "+moveright"
bind "e" "+use"
bind "f" "impulse 100"
bind "g" "dropprimary"
bind "i" "impulse 101"
bind "n" "noclip"
bind "p" "snapshot"
bind "q" "lastinv"
bind "r" "+reload"
bind "s" "+back"
bind "t" "+zoom"
bind "u" "messagemode2"
bind "v" "+moveup"
bind "w" "+forward"
bind "y" "messagemode"
bind "z" "+strafe"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "ALT" "+speed"
bind "CTRL" "+duck"
bind "SHIFT" "+walk"
bind "F5" "snapshot"
bind "F6" "save quick"
bind "F7" "load quick"
bind "INS" "+klook"
bind "PGDN" "+lookdown"
bind "PGUP" "+lookup"
bind "END" "centerview"
bind "MWHEELDOWN" "invnext"
bind "MWHEELUP" "invprev"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2"
bind "PAUSE" "pause"
ai_report_task_timings_on_limit "0"
suitvolume "0.25"
sv_aim "1"
hud_quickinfo "1"
muzzleflash_light "1"
hud_toggle "0"
phonemedelay "0"
phonemefilter "0.08"
flex_rules "1"
hud_fastswitch "0"
closecaption "0"
cc_linger_time "2.0"
crosshair "1"
cam_command "0"
cam_snapto "0"
cam_idealyaw "90"
cam_idealpitch "0"
cam_idealdist "64"
c_maxpitch "90"
c_minpitch "0"
c_maxyaw "135"
c_minyaw "-135"
c_maxdistance "200"
c_mindistance "30"
c_orthowidth "100"
c_orthoheight "100"
cl_upspeed "320"
sv_maxspeed "50"
lookspring "0"
lookstrafe "0"
joystick "0"
m_pitch "0.022"
m_filter "0"
sensitivity "2"
m_side "0.8"
m_yaw "0.022"
m_forward "1"
sv_noclipaccelerate "5"
sv_noclipspeed "2000"
sv_skyname "sky_white"
sv_backspeed "0.6"
cl_idealpitchscale "0.8"
hud_centerid "0"
net_graphwidth "192"
net_scale "5"
net_graphpos "1"
net_graphsolid "1"
r_viewcubemapsize "96"
voice_modenable "1"
voice_forcemicrecord "1"
voice_enable "1"
voice_scale "1"
snd_mixahead "0.1"
snd_surround "0"
hisound "0"
volume "0.680000"
sv_voiceenable "1"
sv_forcepreload "0"
r_eyesize "0"
r_eyeshift_z "0"
r_eyeshift_y "0"
r_eyeshift_x "0"
r_eyemove "1"
r_eyegloss "1"
skill "1"
mp_decals "300"
r_speedsquiet "0"
r_anamorphic "0"
mat_compressedtextures "1"
mat_picmip "0"
con_alpha "192"
con_color "200 200 200"
cl_forcepreload "0"
cl_updaterate "20"
cl_dlmax "128"
rate "2500"
bottomcolor "0"
topcolor "0"
model ""
skin ""
team ""
name "unnamed"
cl_timeout "305"
cl_captions "0"
cl_cmdbackup "2"
cl_cmdrate "30"
bgmvolume "1"
+mlook
sv_friction "1"
cl_hudenable 0
bind h “ent_fire scene_1_acting_intro start”

start.cfg

cl_hudenable 0
developer 0
disp_modlimit_up 512

r_anamorphic 1
snd_surround 1

rem remember to do this in your regular config!!!!
rem bind f2 "exec e3demo.cfg"

cl_mouseenable 0

rem unbind these in config.cfg!!!
rem unbind uparrow
rem unbind downarrow
rem unbind leftarrow
rem unbind leftarrow
rem unbind a
rem unbind s
rem unbind d
rem unbind w


startdemos e3_hl2logo 

Unused scripts

"weapon_rifle"

A w called "Rifle" can to be found in the scripts folder inside csgo's one. According to information below, the "Rifle" uses M4 animations, has 30 mag size, can be used by both teams, and costs $3100 (similar to M4A4) but spawning it on a local server with sv_cheats 1 displays "Attempted to create unknown entity type weapon_rifle! NULL Ent in GiveNamedItem!" in the console.

WeaponData
{
    // particle muzzle flash effect to play when fired
    MuzzleFlashEffect_1stPerson     weapon_muzzle_flash_assaultrifle
    MuzzleFlashEffect_3rdPerson     weapon_muzzle_flash_assaultrifle
    HeatEffect                      weapon_muzzle_smoke
    HeatPerShot                     0.35
    AddonScale                      0.90
    AddonLocation                   primary_rifle

    // model for the shell casing to eject when we fire bullets
    EjectBrassEffect                weapon_shell_casing_rifle

    // the tracer particle effect and frequency
    TracerEffect                    weapon_tracers_assrifle
    // 0 = never, 1 = every shot, 2 = every other, etc
    TracerFrequency                 3

    WeaponType                      Rifle
    FullAuto                        1
    CrosshairMinDistance            4           // 3 to 5
    CrosshairDeltaDistance          3           // AK is uniquely 4
    BuiltRightHanded                1
    CanEquipWithShield              0
    
    PlayerAnimationExtension        m4

    Team                            ANY
    MaxPlayerSpeed                  220         // 215 to 225
    WeaponPrice                     3100        // 2000 to 3500
    KillAward                       300
    WeaponArmorRatio                1.4         // 1.4 to 1.55

    // Weapon characteristics:
    Penetration                     2
    Damage                          30          // 30 to 36
    Range                           8192
    clip_size                       30          // 25 to 35
    default_clip"		    -1
    default_clip2"		    -1
    RangeModifier                   0.97        // 0.955 to 0.98
    Bullets                         1
    CycleTime                       0.09        // 0.09 to 0.1
    TimeToIdle                      1.5         // 1.1 to 1.9
    IdleInterval                    20          // M4A1 is uniquely 60 
    FlinchVelocityModifierLarge     0.40
    FlinchVelocityModifierSmall     0.55
    
    // Accuracy parameters:
    Spread                          0.60
    InaccuracyCrouch                4.00        // 2.8 to 7.39
    InaccuracyStand                 5.50        // 3.85 to 8.77
    InaccuracyJump                  0.640       // 0.627 to 0.852
    InaccuracyLand                  0.192       // 0.188 to 0.256
    InaccuracyLadder                85.38       // 83.66 to 107.61
    InaccuracyFire                  6.83        // 6.16 to 8.78
    InaccuracyMove                  100.00      // 91.01 to 123.56
                                 
    // Accuracy parameters for secondary fire mode ( burst or scoped ):
    SpreadAlt                       0.60
    InaccuracyCrouchAlt             3.00        // 1.98 to 4.84
    InaccuracyStandAlt              5.00        // 2.65 to 7.78
    InaccuracyJumpAlt               0.70        // 0.627 to 0.852
    InaccuracyLandAlt               0.20        // 0.188 to 0.256
    InaccuracyLadderAlt             100         // 83.66 to 113.58
    InaccuracyFireAlt               5.00        // 3.35 to 6.68
    InaccuracyMoveAlt               90.0        // 78.46 to 106.52
                                 
    RecoveryTimeCrouch              0.34        // 0.302625 to 0.384861
    RecoveryTimeStand               0.45        // 0.423676 to 0.538805

    RecoilSeed                      12345

    RecoilAngle                     0
    RecoilAngleVariance             70          // Famas is uniquely 60 
    RecoilMagnitude                 23          // 21 to 23, AK-47 is outlier at 30
    RecoilMagnitudeVariance         1
    
    // Weapon data is loaded by both the Game and Client DLLs.
    printname                       #SFUI_WPNHUD_M4A1
    viewmodel                       models/weapons/v_rif_m4a1.mdl
    playermodel                     models/weapons/w_rif_m4a1.mdl
    
    anim_prefix                     anim
    bucket                          0
    bucket_position                 0
    
    primary_ammo                    BULLET_PLAYER_556MM // or BULLET_PLAYER_762MM
    secondary_ammo                  None

    weight                          25          // Famas is uniquely 75
    item_flags                      0
    
    rumble                          4           // Famas is uniquely 3

    // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 single_shot sounds)
    SoundData
    {
        single_shot                 Weapon_M4A1.Single
//      special1                    Weapon_M4A1.Silenced
//      special2                    Weapon_M4A1.Silencer_Off
//      special3                    Weapon_M4A1.Silencer_On
    }

    // Weapon Sprite data is loaded by the Client DLL.
    TextureData
    {
        weapon
        {
                font        CSweaponsSmall
                character   W
        }
        weapon_s
        {   
                font        CSweapons
                character   W
        }
        ammo
        {
                font        CSTypeDeath
                character   N
        }
        crosshair
        {
                file        sprites/crosshairs
                x           0
                y           48
                width       24
                height      24
        }
        autoaim
        {
                file        sprites/crosshairs
                x           0
                y           48
                width       24
                height      24
        }
    }
    ModelBounds
    {
        Viewmodel
        {
            Mins    "-10 -2 -13"
            Maxs    "30 10 0"
        }
        World
        {
            Mins    "-8 -9 -6"
            Maxs    "29 9 8"
        }
    }
}

Notes

In addition, if cheats are enabled (sv_cheats 1) on a server, typing give weapon_mp5navy, weapon_scout, weapon_usp or weapon_gail in the console will cause the game to crash.

game_sounds_weapons

In game_sounds_weapons.txt, sounds with effects also mention CS: S and an unimplemented SCAR 17.

//TMP
"Weapon_TMP.Single"
{
	"channel"		"CHAN_STATIC"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_93dB"
	"wave"			")weapons/tmp/tmp-1.wav"

	"soundentry_version" "2"
	"operator_stacks"
	{
		"start_stack"
		{
			
			"import_stack" "CS_distance_weapon_start"
			
			"play_distant_version_1"
			{
				"entry_name" "Weapon_TMP.SingleDistant"
			}
		}

		"update_stack"
		{
			"import_stack" "CS_update_weapon"
			"mixer"
			{
				"mixgroup" "FirstWeapons"
			}
			"volume_distance_xfade"
			{
				"input_map_min" "0.0"
				"input_map_max" "1.0"
			}
		}
	}
}

"Weapon_TMP.SingleDistant"
{
	"channel"		"CHAN_STATIC"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_94dB"
	"wave"			"weapons/tmp/tmp-1-distant.wav"

	"soundentry_version" "2"

	"operator_stacks"
	{
		"start_stack"
		{
			"import_stack" "CS_limit_start"
		}

		"update_stack"
		{
			"import_stack" "CS_update_weapon"
			"mixer"
			{
				"mixgroup" "DistWeapons"
			}

		}
	}
}

"Weapon_TMP.Clipout"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/tmp/tmp_clipout.wav" 
}

"Weapon_TMP.Clipin"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/tmp/tmp_clipin.wav" 
}

"Weapon_TMP.Draw"
{
	"channel"		"CHAN_STATIC"
	"volume"		".5"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/tmp/tmp_draw.wav" 
}

// "Weapon_TMP.BoltPull"
// {
	// "channel"		"CHAN_ITEM"
	// "volume"		"1.0"
	// "pitch"			"PITCH_NORM"
	// "wave"			"weapons/tmp/tmp_boltpull.wav"
// }

"Weapon_TMP.BoltBack"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/tmp/tmp_boltback.wav"
}

"Weapon_TMP.BoltForward"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/tmp/tmp_boltforward.wav"
}

//MP5
"Weapon_MP5Navy.Single"
{
	"channel"		"CHAN_STATIC"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_93dB"
	"wave"			")weapons/mp5navy/mp5-1.wav"

	"soundentry_version" "2"
	"operator_stacks"
	{
		"start_stack"
		{
			
			"import_stack" "CS_distance_weapon_start"
			
			"play_distant_version_1"
			{
				"entry_name" "Weapon_MP5Navy.SingleDistant"
			}
		}

		"update_stack"
		{
			"import_stack" "CS_update_weapon"
			"mixer"
			{
				"mixgroup" "FirstWeapons"
			}
			"volume_distance_xfade"
			{
				"input_map_min" "0.0"
				"input_map_max" "1.0"
			}
		}
	}
	
}

"Weapon_MP5Navy.SingleDistant"
{
	"channel"		"CHAN_STATIC"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_94dB"
	"wave"			"weapons/mp5navy/mp5-1-distant.wav"

	"soundentry_version" "2"

	"operator_stacks"
	{
		"start_stack"
		{
			"import_stack" "CS_limit_start"
		}

		"update_stack"
		{
			"import_stack" "CS_update_weapon"
			"mixer"
			{
				"mixgroup" "DistWeapons"
			}

		}
	}
	
}

"Weapon_MP5Navy.Clipout"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/mp5navy/mp5_clipout.wav" 
}

"Weapon_MP5Navy.Clipin"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/mp5navy/mp5_clipin.wav" 
}

"Weapon_MP5Navy.Draw"
{
	"channel"		"CHAN_STATIC"
	"volume"		".5"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/mp5navy/mp5_draw.wav" 
}

"Weapon_MP5Navy.Slideback"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/mp5navy/mp5_slideback.wav" 
}

"Weapon_MP5Navy.SlideForward"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/mp5navy/mp5_slideforward.wav" 
}

//SCAR 17
"Weapon_SCAR17.Single"
{
	"channel"		"CHAN_STATIC"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_93dB"
	"wave"			")weapons/scar17/scar20_unsil-1.wav"

	"soundentry_version" "2"
	"operator_stacks"
	{
		"start_stack"
		{
			
			"import_stack" "CS_distance_weapon_start"
			
			"play_distant_version_1"
			{
				"entry_name" "Weapon_SCAR17.SingleDistant"
			}
		}

		"update_stack"
		{
			"import_stack" "CS_update_weapon"
			"mixer"
			{
				"mixgroup" "FirstWeapons"
			}
			"volume_distance_xfade"
			{
				"input_map_min" "0.0"
				"input_map_max" "1.0"
			}
		}
	}
	
}

"Weapon_SCAR17.SingleDistant"
{
	"channel"		"CHAN_STATIC"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_94dB"
	"wave"			"weapons/scar17/scar20_unsil-1-distant.wav"

	"soundentry_version" "2"

	"operator_stacks"
	{
		"start_stack"
		{
			"import_stack" "CS_limit_start"
		}

		"update_stack"
		{
			"import_stack" "CS_update_weapon"
			"mixer"
			{
				"mixgroup" "DistWeapons"
			}

		}
	}
	
}

"Weapon_SCAR17.Clipout"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/scar17/scar20_clipout.wav"
}

"Weapon_SCAR17.Clipin"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/scar17/scar20_clipin.wav"
}

"Weapon_SCAR17.ClipTouch"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/scar17/scar20_cliptouch.wav"
}

"Weapon_SCAR17.Draw"
{
	"channel"		"CHAN_STATIC"
	"volume"		".5"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/scar17/scar20_draw.wav"
}

"Weapon_SCAR17.BoltBack"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/scar17/scar20_boltback.wav"
}

"Weapon_SCAR17.BoltForward"
{
	"channel"		"CHAN_ITEM"
	"volume"		"1.0"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/scar17/scar20_boltforward.wav"
}

"Weapon_SCAR17.Draw"
{
	"channel"		"CHAN_STATIC"
	"volume"		".5"
	"pitch"			"PITCH_NORM"
	"soundlevel"  		"SNDLVL_65dB"
	"wave"			"weapons/scar17/scar20_draw.wav"
}

Low Violence

Originally, the German version of the game found on Steam had "low violence" enabled, which turned blood into "Oil", and has animations for people laying down and putting their hands over their head once killed. It was removed recently due to Germany finally having a decent law in place relating to portraying blood in videogames, and as a result, goes unused. This feature however, can be re enabled by typing -lv in the launch options. For obvious reasons, the console-retail version (Xbox 360 and PS3) is still bloodless.

Early R8 Revolver icon

Before the release of the R8 revolver, Valve was prototyping with its designs. One of them can be seen in an early test design found in a HUD icon. Csgo early revolver icon.png