/***
 *
 *	Copyright (c) 1996-2001, Valve LLC. All rights reserved.
 *
 *	This product contains software technology licensed from Id
 *	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc.
 *	All Rights Reserved.
 *
 *   Use, distribution, and modification of this source code and/or resulting
 *   object code is restricted to non-commercial enhancements to products from
 *   Valve LLC.  All other use, distribution, or modification is prohibited
 *   without written permission from Valve LLC.
 *
 ****/

#pragma once

void GameDLLInit();
void GameDLLShutdown();


extern cvar_t displaysoundlist;

// multiplayer server rules
extern cvar_t fragsleft;
extern cvar_t timeleft;
extern cvar_t fraglimit;
extern cvar_t timelimit;
extern cvar_t friendlyfire;
extern cvar_t forcerespawn;
extern cvar_t aimcrosshair;
extern cvar_t decalfrequency;
extern cvar_t teamlist;
extern cvar_t teamoverride;
extern cvar_t defaultteam;
extern cvar_t allow_spectators;
extern cvar_t mp_chattime;

extern cvar_t ctf_capture;
extern cvar_t multipower;
extern cvar_t ctf_autoteam;
extern cvar_t spamdelay;

extern cvar_t sv_entityinfo_enabled;
extern cvar_t sv_entityinfo_eager;

extern cvar_t sv_schedule_debug;

// Engine Cvars
inline cvar_t* g_psv_gravity;
inline cvar_t* g_psv_aim;
inline cvar_t* g_footsteps;
inline cvar_t* g_psv_cheats;
