advancetime = sv_timer;
else if (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)
{
- // synchronize to the client frametime, but no less than 10ms and no more than sys_ticrate
- advancetime = bound(0.01, cl_timer, sys_ticrate.value);
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = realtime + 0.1;
+ // 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;
// listen servers can run multiple server frames per client frame
- if (cls.state == ca_connected)
- {
- framelimit = cl_maxphysicsframesperserverframe.integer;
- aborttime = realtime + 0.1;
- }
+ framelimit = cl_maxphysicsframesperserverframe.integer;
+ aborttime = realtime + 0.1;
}
if(slowmo.value > 0 && slowmo.value < 1)
advancetime = min(advancetime, 0.1 / slowmo.value);