+//DP_SV_DISABLECLIENTPREDICTION
+//idea: LordHavoc, Mario
+//darkplaces implementation: LordHavoc, Mario
+//field definitions:
+.float disableclientprediction;
+//description:
+//By default, player entities are enabled for prediction by the engine if the
+//engine assumes the client can sensibly predict them. As the NQ and DarkPlaces
+//protocol does not network movetype, this in particular allows for client
+//prediction only if movetype == MOVETYPE_WALK.
+//Setting this field to 1 disables prediction in any case - this is useful when
+//the client cannot sensibly predict the server's idea of how the player moves
+//(common in case of pure serverside grappling hook or jetpack
+//implementations).
+//Setting this field to -1 forces prediction even if the server assumes the
+//client cannot predict the current movetype of a player entity (obviously,
+//this then requires matching client-side prediction code in CSQC, as the
+//engine's own client prediction will sure not handle these cases right due to
+//not knowing the serverside value of movetype). This is allowed in combination
+//with the following movetypes:
+// MOVETYPE_NONE (useful to have full QC control over movement)
+// MOVETYPE_WALK (redundant but harmless)
+// MOVETYPE_STEP
+// MOVETYPE_FLY (useful for spectators)
+// MOVETYPE_TOSS
+// MOVETYPE_NOCLIP (useful for spectators)
+// MOVETYPE_FLYMISSILE
+// MOVETYPE_BOUNCE
+// MOVETYPE_BOUNCEMISSILE
+// MOVETYPE_FLY_WORLDONLY (useful for spectators)
+