-
-extern cvar_t sv_random_seed;
-
-static cvar_t sv_cullentities_pvs = {0, "sv_cullentities_pvs", "1", "fast but loose culling of hidden entities"}; // fast but loose
-static cvar_t sv_cullentities_trace = {0, "sv_cullentities_trace", "0", "somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless"}; // tends to get false negatives, uses a timeout to keep entities visible a short time after becoming hidden
-static cvar_t sv_cullentities_trace_samples = {0, "sv_cullentities_trace_samples", "1", "number of samples to test for entity culling"};
-static cvar_t sv_cullentities_trace_samples_extra = {0, "sv_cullentities_trace_samples_extra", "2", "number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight"};
-static cvar_t sv_cullentities_trace_enlarge = {0, "sv_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
-static cvar_t sv_cullentities_trace_delay = {0, "sv_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
-static cvar_t sv_cullentities_trace_prediction = {0, "sv_cullentities_trace_prediction", "1", "also trace from the predicted player position"};
-static cvar_t sv_cullentities_nevercullbmodels = {0, "sv_cullentities_nevercullbmodels", "0", "if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)"};
-static cvar_t sv_cullentities_stats = {0, "sv_cullentities_stats", "0", "displays stats on network entities culled by various methods for each client"};
-static cvar_t sv_entpatch = {0, "sv_entpatch", "1", "enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)"};
-
+cvar_t sv_allowdownloads_inarchive = {0, "sv_allowdownloads_inarchive", "0", "whether to allow downloads from archives (pak/pk3)"};
+cvar_t sv_areagrid_mingridsize = {CVAR_NOTIFY, "sv_areagrid_mingridsize", "64", "minimum areagrid cell size, smaller values work better for lots of small objects, higher values for large objects"};
+cvar_t sv_checkforpacketsduringsleep = {0, "sv_checkforpacketsduringsleep", "0", "uses select() function to wait between frames which can be interrupted by packets being received, instead of Sleep()/usleep()/SDL_Sleep() functions which do not check for packets"};
+cvar_t sv_clmovement_enable = {0, "sv_clmovement_enable", "1", "whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players"};
+cvar_t sv_clmovement_minping = {0, "sv_clmovement_minping", "0", "if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it)"};
+cvar_t sv_clmovement_minping_disabletime = {0, "sv_clmovement_minping_disabletime", "1000", "when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently)"};
+cvar_t sv_clmovement_waitforinput = {0, "sv_clmovement_waitforinput", "4", "when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld)"};
+cvar_t sv_cullentities_nevercullbmodels = {0, "sv_cullentities_nevercullbmodels", "0", "if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!)"};
+cvar_t sv_cullentities_pvs = {0, "sv_cullentities_pvs", "1", "fast but loose culling of hidden entities"};
+cvar_t sv_cullentities_stats = {0, "sv_cullentities_stats", "0", "displays stats on network entities culled by various methods for each client"};
+cvar_t sv_cullentities_trace = {0, "sv_cullentities_trace", "0", "somewhat slow but very tight culling of hidden entities, minimizes network traffic and makes wallhack cheats useless"};
+cvar_t sv_cullentities_trace_delay = {0, "sv_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
+cvar_t sv_cullentities_trace_enlarge = {0, "sv_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
+cvar_t sv_cullentities_trace_prediction = {0, "sv_cullentities_trace_prediction", "1", "also trace from the predicted player position"};
+cvar_t sv_cullentities_trace_samples = {0, "sv_cullentities_trace_samples", "1", "number of samples to test for entity culling"};
+cvar_t sv_cullentities_trace_samples_extra = {0, "sv_cullentities_trace_samples_extra", "2", "number of samples to test for entity culling when the entity affects its surroundings by e.g. dlight"};
+cvar_t sv_debugmove = {CVAR_NOTIFY, "sv_debugmove", "0", "disables collision detection optimizations for debugging purposes"};
+cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
+cvar_t sv_edgefriction = {0, "edgefriction", "2", "how much you slow down when nearing a ledge you might fall off"};
+cvar_t sv_entpatch = {0, "sv_entpatch", "1", "enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)"};
+cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "1", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
+cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"};
+cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"};
+cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
+cvar_t sv_gameplayfix_delayprojectiles = {0, "sv_gameplayfix_delayprojectiles", "1", "causes entities to not move on the same frame they are spawned, meaning that projectiles wait until the next frame to perform their first move, giving proper interpolation and rocket trails, but making weapons harder to use at low framerates"};
+cvar_t sv_gameplayfix_droptofloorstartsolid = {0, "sv_gameplayfix_droptofloorstartsolid", "1", "prevents items and monsters that start in a solid area from falling out of the level (makes droptofloor treat trace_startsolid as an acceptable outcome)"};
+cvar_t sv_gameplayfix_droptofloorstartsolid_nudgetocorrect = {0, "sv_gameplayfix_droptofloorstartsolid_nudgetocorrect", "1", "tries to nudge stuck items and monsters out of walls before droptofloor is performed"};
+cvar_t sv_gameplayfix_easierwaterjump = {0, "sv_gameplayfix_easierwaterjump", "1", "changes water jumping to make it easier to get out of water (exactly like in QuakeWorld)"};
+cvar_t sv_gameplayfix_findradiusdistancetobox = {0, "sv_gameplayfix_findradiusdistancetobox", "1", "causes findradius to check the distance to the corner of a box rather than the center of the box, makes findradius detect bmodels such as very large doors that would otherwise be unaffected by splash damage"};