// shows time used by certain subsystems
cvar_t host_speeds = {0, "host_speeds","0", "reports how much time is used in server/graphics/sound"};
// LordHavoc: framerate upper cap
-cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
+cvar_t cl_maxfps = {CVAR_SAVE, "cl_maxfps", "1000000", "maximum fps cap, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
cvar_t cl_maxidlefps = {CVAR_SAVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
cvar_t developer = {0, "developer","0", "prints additional debugging messages and information (recommended for modders and level designers)"};
cvar_t sv_echobprint = {CVAR_SAVE, "sv_echobprint", "1", "prints gamecode bprint() calls to server console"};
cvar_t sv_edgefriction = {0, "edgefriction", "2", "how much you slow down when nearing a ledge you might fall off"};
cvar_t sv_entpatch = {0, "sv_entpatch", "1", "enables loading of .ent files to override entities in the bsp (for example Threewave CTF server pack contains .ent patch files enabling play of CTF on id1 maps)"};
-cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "0", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
+cvar_t sv_fixedframeratesingleplayer = {0, "sv_fixedframeratesingleplayer", "1", "allows you to use server-style timing system in singleplayer (don't run faster than sys_ticrate)"};
cvar_t sv_freezenonclients = {CVAR_NOTIFY, "sv_freezenonclients", "0", "freezes time, except for players, allowing you to walk around and take screenshots of explosions"};
cvar_t sv_friction = {CVAR_NOTIFY, "sv_friction","4", "how fast you slow down"};
cvar_t sv_gameplayfix_blowupfallenzombies = {0, "sv_gameplayfix_blowupfallenzombies", "1", "causes findradius to detect SOLID_NOT entities such as zombies and corpses on the floor, allowing splash damage to apply to them"};
cvar_t sv_wallfriction = {CVAR_NOTIFY, "sv_wallfriction", "1", "how much you slow down when sliding along a wall"};
cvar_t sv_wateraccelerate = {0, "sv_wateraccelerate", "-1", "rate at which a player accelerates to sv_maxspeed while in the air, if less than 0 the sv_accelerate variable is used instead"};
cvar_t sv_waterfriction = {CVAR_NOTIFY, "sv_waterfriction","-1", "how fast you slow down, if less than 0 the sv_friction variable is used instead"};
-cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.05", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players)"};
+cvar_t sys_ticrate = {CVAR_SAVE, "sys_ticrate","0.0138889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics"};
cvar_t teamplay = {CVAR_NOTIFY, "teamplay","0", "teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self"};
cvar_t timelimit = {CVAR_NOTIFY, "timelimit","0", "ends level at this time (in minutes)"};