// stop running server frames if the wall time reaches this value
if (sys_ticrate.value <= 0)
advancetime = sv_timer;
- else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
- {
- // synchronize to the client frametime, but no less than 10ms and no more than 100ms
- advancetime = bound(0.01, cl_timer, 0.1);
- }
else
{
advancetime = sys_ticrate.value;