+extern void SV_Phys_Init (void);
+static void SV_SaveEntFile_f(void);
+static void SV_StartDownload_f(void);
+static void SV_Download_f(void);
+static void SV_VM_Setup();
+
+void VM_CustomStats_Clear (void);
+void VM_SV_UpdateCustomStats (client_t *client, prvm_edict_t *ent, sizebuf_t *msg, int *stats);
+void EntityFrameCSQC_WriteFrame (sizebuf_t *msg, int numstates, const entity_state_t *states);
+
+
+// select which protocol to host, this is fed to Protocol_EnumForName
+cvar_t sv_protocolname = {0, "sv_protocolname", "DP7", "selects network protocol to host for (values include QUAKE, QUAKEDP, NEHAHRAMOVIE, DP1 and up)"};
+cvar_t sv_ratelimitlocalplayer = {0, "sv_ratelimitlocalplayer", "0", "whether to apply rate limiting to the local player in a listen server (only useful for testing)"};
+cvar_t sv_maxrate = {CVAR_SAVE | CVAR_NOTIFY, "sv_maxrate", "10000", "upper limit on client rate cvar, should reflect your network connection quality"};
+cvar_t sv_allowdownloads = {0, "sv_allowdownloads", "1", "whether to allow clients to download files from the server (does not affect http downloads)"};
+cvar_t sv_allowdownloads_inarchive = {0, "sv_allowdownloads_inarchive", "0", "whether to allow downloads from archives (pak/pk3)"};
+cvar_t sv_allowdownloads_archive = {0, "sv_allowdownloads_archive", "0", "whether to allow downloads of archives (pak/pk3)"};
+cvar_t sv_allowdownloads_config = {0, "sv_allowdownloads_config", "0", "whether to allow downloads of config files (cfg)"};
+cvar_t sv_allowdownloads_dlcache = {0, "sv_allowdownloads_dlcache", "0", "whether to allow downloads of dlcache files (dlcache/)"};
+
+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_gameplayfix_grenadebouncedownslopes = {0, "sv_gameplayfix_grenadebouncedownslopes", "1", "prevents MOVETYPE_BOUNCE (grenades) from getting stuck when fired down a downward sloping surface"};
+cvar_t sv_gameplayfix_noairborncorpse = {0, "sv_gameplayfix_noairborncorpse", "1", "causes entities (corpses) sitting ontop of moving entities (players) to fall when the moving entity (player) is no longer supporting them"};
+cvar_t sv_gameplayfix_stepdown = {0, "sv_gameplayfix_stepdown", "0", "attempts to step down stairs, not just up them (prevents the familiar thud..thud..thud.. when running down stairs and slopes)"};
+cvar_t sv_gameplayfix_stepwhilejumping = {0, "sv_gameplayfix_stepwhilejumping", "1", "applies step-up onto a ledge even while airborn, useful if you would otherwise just-miss the floor when running across small areas with gaps (for instance running across the moving platforms in dm2, or jumping to the megahealth and red armor in dm2 rather than using the bridge)"};
+cvar_t sv_gameplayfix_swiminbmodels = {0, "sv_gameplayfix_swiminbmodels", "1", "causes pointcontents (used to determine if you are in a liquid) to check bmodel entities as well as the world model, so you can swim around in (possibly moving) water bmodel entities"};
+cvar_t sv_gameplayfix_setmodelrealbox = {0, "sv_gameplayfix_setmodelrealbox", "1", "fixes a bug in Quake that made setmodel always set the entity box to ('-16 -16 -16', '16 16 16') rather than properly checking the model box, breaks some poorly coded mods"};
+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_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"};
+cvar_t sv_gameplayfix_qwplayerphysics = {0, "sv_gameplayfix_qwplayerphysics", "1", "changes water jumping to make it easier to get out of water, and prevents friction on landing when bunnyhopping"};
+cvar_t sv_gameplayfix_upwardvelocityclearsongroundflag = {0, "sv_gameplayfix_upwardvelocityclearsongroundflag", "1", "prevents monsters, items, and most other objects from being stuck to the floor when pushed around by damage, and other situations in mods"};
+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_progs = {0, "sv_progs", "progs.dat", "selects which quakec progs.dat file to run" };
+
+cvar_t pr_checkextension = {CVAR_READONLY, "pr_checkextension", "1", "indicates to QuakeC that the standard quakec extensions system is available (if 0, quakec should not attempt to use extensions)"};
+cvar_t nomonsters = {0, "nomonsters", "0", "unused cvar in quake, can be used by mods"};
+cvar_t gamecfg = {0, "gamecfg", "0", "unused cvar in quake, can be used by mods"};
+cvar_t scratch1 = {0, "scratch1", "0", "unused cvar in quake, can be used by mods"};
+cvar_t scratch2 = {0,"scratch2", "0", "unused cvar in quake, can be used by mods"};
+cvar_t scratch3 = {0, "scratch3", "0", "unused cvar in quake, can be used by mods"};
+cvar_t scratch4 = {0, "scratch4", "0", "unused cvar in quake, can be used by mods"};
+cvar_t savedgamecfg = {CVAR_SAVE, "savedgamecfg", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t saved1 = {CVAR_SAVE, "saved1", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t saved2 = {CVAR_SAVE, "saved2", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t saved3 = {CVAR_SAVE, "saved3", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t saved4 = {CVAR_SAVE, "saved4", "0", "unused cvar in quake that is saved to config.cfg on exit, can be used by mods"};
+cvar_t nehx00 = {0, "nehx00", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx01 = {0, "nehx01", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx02 = {0, "nehx02", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx03 = {0, "nehx03", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx04 = {0, "nehx04", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx05 = {0, "nehx05", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx06 = {0, "nehx06", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx07 = {0, "nehx07", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx08 = {0, "nehx08", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx09 = {0, "nehx09", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx10 = {0, "nehx10", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx11 = {0, "nehx11", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx12 = {0, "nehx12", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx13 = {0, "nehx13", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx14 = {0, "nehx14", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx15 = {0, "nehx15", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx16 = {0, "nehx16", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx17 = {0, "nehx17", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx18 = {0, "nehx18", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t nehx19 = {0, "nehx19", "0", "nehahra data storage cvar (used in singleplayer)"};
+cvar_t cutscene = {0, "cutscene", "1", "enables cutscenes in nehahra, can be used by other mods"};
+
+// TODO: move these cvars here
+extern cvar_t sv_clmovement_enable;
+extern cvar_t sv_clmovement_minping;
+extern cvar_t sv_clmovement_minping_disabletime;
+extern cvar_t sv_clmovement_waitforinput;