cvar_t in_pitch_max = {CVAR_CLIENT, "in_pitch_max", "90", "how far you can aim downward (quake used 80)"};
cvar_t m_filter = {CVAR_CLIENT | CVAR_SAVE, "m_filter","0", "smoothes mouse movement, less responsive but smoother aiming"};
-cvar_t m_accelerate = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate","1", "linear mouse acceleration factor"};
-cvar_t m_accelerate_minspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between"};
-cvar_t m_accelerate_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between"};
-cvar_t m_accelerate_filter = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_filter","0.1", "linear mouse acceleration factor filtering lowpass constant in seconds"};
+cvar_t m_accelerate = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate","1", "linear mouse acceleration factor (set to 1 to disable the linear acceleration and use only the power acceleration; set to 0 to disable all acceleration)"};
+cvar_t m_accelerate_minspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_minspeed","5000", "below this speed in px/s, no acceleration is done, with a linear slope between (applied only on linear acceleration)"};
+cvar_t m_accelerate_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_maxspeed","10000", "above this speed in px/s, full acceleration is done, with a linear slope between (applied only on linear acceleration)"};
+cvar_t m_accelerate_filter = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_filter","0.1", "linear mouse acceleration factor filtering lowpass constant in seconds (applied only on linear acceleration)"};
cvar_t m_accelerate_power_offset = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_offset","0", "below this speed in px/ms, no power acceleration is done"};
cvar_t m_accelerate_power = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power","2", "acceleration power (must be above 1 to be useful)"};
cvar_t m_accelerate_power_senscap = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_senscap", "0", "maximum acceleration factor generated by power acceleration; use 0 for unbounded"};
-cvar_t m_accelerate_power_strength = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_strength", "0", "strength of the mouse acceleration effect"};
+cvar_t m_accelerate_power_strength = {CVAR_CLIENT | CVAR_SAVE, "m_accelerate_power_strength", "0", "strength of the power mouse acceleration effect"};
cvar_t cl_netfps = {CVAR_CLIENT | CVAR_SAVE, "cl_netfps","72", "how many input packets to send to server each second"};
cvar_t cl_netrepeatinput = {CVAR_CLIENT | CVAR_SAVE, "cl_netrepeatinput", "1", "how many packets in a row can be lost without movement issues when using cl_movement (technically how many input messages to repeat in each packet that have not yet been acknowledged by the server), only affects DP7 and later servers (Quake uses 0, QuakeWorld uses 2, and just for comparison Quake3 uses 1)"};