if(pushed_entity && pushed_entity.gravity)
grav *= pushed_entity.gravity;
+ // Q3 has frametime-dependent gravity, but its trigger_push velocity calculation doesn't account for that.
+ // This discrepancy can be simulated accurately with a multiplier which here ensures that
+ // all entities will arrive where they would in Q3 at 125fps, even if entity-specific gravity is applied.
+ // See physicsCPMA.cfg for the source of the magic number.
+ if (STAT(Q3COMPAT, pushed_entity) && GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE)
+ grav *= 1.056530513;
+
zdist = torg.z - org.z;
sdist = vlen(torg - org - zdist * '0 0 1');
sdir = normalize(torg - org - zdist * '0 0 1');