cvar_t sv_echobprint = {CVAR_SERVER | CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
cvar_t sv_edgefriction = {CVAR_SERVER, "edgefriction", "1", "how much you slow down when nearing a ledge you might fall off, multiplier of sv_friction (Quake used 2, QuakeWorld used 1 due to a bug in physics code)"};
cvar_t sv_entpatch = {CVAR_SERVER, "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 = {CVAR_SERVER, "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_SERVER | 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_SERVER | CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"};
cvar_t sv_gameplayfix_blowupfallenzombies = {CVAR_SERVER, "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_RegisterVariable (&sv_echobprint);
Cvar_RegisterVariable (&sv_edgefriction);
Cvar_RegisterVariable (&sv_entpatch);
- Cvar_RegisterVariable (&sv_fixedframeratesingleplayer);
Cvar_RegisterVariable (&sv_freezenonclients);
Cvar_RegisterVariable (&sv_friction);
Cvar_RegisterVariable (&sv_gameplayfix_blowupfallenzombies);