This is an implementation of cl_lanForcePackets.
It is the same as sv_lanForceRate, but instead it controls whether the client will obey cl_maxpackets if on LAN.
This is very useful if the game thinks it's on a LAN but it's in fact a slow connection (modem link, parallel/serial, or just overflowed LAN...)
Default is no vehaviour change (same as sv_lanForceRate).
Setting a QA contact on all ioquake3 bugs, even resolved ones. Sorry if you get a flood of email from this, it should only happen once. Apologies for the incovenience.
--ryan.
Created attachment 1009 [details] Patch