cvar_t sv_cullentities_trace_samples = {CF_SERVER, "sv_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
cvar_t sv_cullentities_trace_samples_extra = {CF_SERVER, "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_cullentities_trace_samples_players = {CF_SERVER, "sv_cullentities_trace_samples_players", "8", "number of samples to test for entity culling when the entity is a player entity"};
+cvar_t sv_cullentities_trace_spectators = {CF_SERVER, "sv_cullentities_trace_spectators", "0", "enables trace entity culling for clients that are spectating"};
cvar_t sv_debugmove = {CF_SERVER | CF_NOTIFY, "sv_debugmove", "0", "disables collision detection optimizations for debugging purposes"};
cvar_t sv_echobprint = {CF_SERVER | CF_ARCHIVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
cvar_t sv_edgefriction = {CF_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_RegisterVariable (&sv_cullentities_trace_samples);
Cvar_RegisterVariable (&sv_cullentities_trace_samples_extra);
Cvar_RegisterVariable (&sv_cullentities_trace_samples_players);
+ Cvar_RegisterVariable (&sv_cullentities_trace_spectators);
Cvar_RegisterVariable (&sv_debugmove);
Cvar_RegisterVariable (&sv_echobprint);
Cvar_RegisterVariable (&sv_edgefriction);