single player = client/server distinctions are not possible/practical.
of course, its possible to have single player with a client/server distinction, eg diablo 3... and its possible, though unlikely, for someone to play quake in the same way, using one server with maxplayers and cvars set for single player (maybe because its the only one that can run a certain mod) with a separate client (maybe because they hate the client part of the engine they're forced to run for the server). Its not really worth making a mod to cope with that, as you'd likely lose saved games, so whatever.
There are mods that do directly query client cvars in the server code. If its something trivial like fov, which is generally set to the same value by all players, then you might not even notice it, but if you query the value in a dedicated server which doesn't have that cvar, all hell will break loose, as its value will read as 0.

QuakeWorld has userinfo (eg: setinfo mymagicvalue 54) which can be read in ssqc using the infokey(self, "mymagicvalue") builtin. Sadly, NQ does not. Either way, its explicit named data rather than generally visible info. It can be used for certain preferences, but its size is limited.
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