+//cvar_t r_norefresh = {0, "r_norefresh","0"};
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_speeds2 = {0, "r_speeds2","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+//cvar_t r_lightmap = {0, "r_lightmap","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
+//cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+
+cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
+cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+
+cvar_t r_multitexture = {0, "r_multitexture", "1"};