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"
set g_grab_range 200 "distance at which dragable objects can be grabbed"
-set g_cloaked 0 "display all players mostly invisible"
set g_player_alpha 1 "default opacity of players"
set g_player_brightness 0 "set to 2 for brighter players"
set g_player_damageforcescale 2 "push multiplier of attacks against players"
-set g_balance_cloaked_alpha 0.25 "opacity of cloaked players"
set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps"
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_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