set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed"
// use default physics
+sv_playerphysicsqc 1
set sv_friction_on_land 0 "movement friction applied for half a second upon landing on the ground"
set sv_friction_slick 0.5 "movement friction while on slick surfaces"
sv_gameplayfix_q2airaccelerate 1
sv_gameplayfix_stepmultipletimes 1
sv_gameplayfix_stepdown 2
+sv_gameplayfix_unstickplayers 2
// only available in qc physics
set sv_gameplayfix_stepdown_maxspeed 0 "maximum speed walking entities can be moving for stepping down to apply - requires sv_qcphysics 1"
sv_gameplayfix_gravityunaffectedbyticrate 1
sv_gameplayfix_nogravityonground 1
-set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)"
-set sv_q3defragcompat 0 "toggle for some compatibility hacks (for Q3DF map compatibility)"
+set sv_q3compat_changehitbox 0 "use Q3 player hitbox dimensions and camera height on Q3 maps (maps with an entry in a .arena or .defi file)
set g_movement_highspeed 1 "multiplier scale for movement speed (applies to sv_maxspeed and sv_maxairspeed, also applies to air acceleration when g_movement_highspeed_q3_compat is set to 0)"
set g_movement_highspeed_q3_compat 0 "apply speed modifiers to air movement in a more Q3-compatible way (only apply speed buffs and g_movement_highspeed to max air speed, not to acceleration)"
// sv_cullentities_trace is 1, so the client doesn't have to
sv_cullentities_trace 1
+// support pings up to 400 for eye position prediction
+sv_cullentities_trace_prediction_time 0.4
// due to a bug in the engine, the default setting of this (16) spams the network with item updates
sv_cullentities_trace_eyejitter 0