From d4b79aa887a397e30597e193fda3ed5708a79e80 Mon Sep 17 00:00:00 2001 From: bones_was_here Date: Fri, 17 Feb 2023 04:21:48 +1000 Subject: [PATCH] Adjust jump pad velocity on Q3 maps to match 125fps frametime-dependent behaviour --- qcsrc/common/mapobjects/trigger/jumppads.qc | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/qcsrc/common/mapobjects/trigger/jumppads.qc b/qcsrc/common/mapobjects/trigger/jumppads.qc index eee980618..c5284db33 100644 --- a/qcsrc/common/mapobjects/trigger/jumppads.qc +++ b/qcsrc/common/mapobjects/trigger/jumppads.qc @@ -39,6 +39,14 @@ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity p 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 which ensures that all entities will arrive + // where they would in Q3 with gravity 800 at 125fps, even if entity-specific gravity is applied. + // This can be hard-coded because we don't support the Q3 world.gravity field at this time. + // See physicsCPMA.cfg for maths and test results. + if (Q3COMPAT_COMMON) + grav /= 750/800; // exact float, unlike 800/750 + zdist = torg.z - org.z; sdist = vlen(torg - org - zdist * '0 0 1'); sdir = normalize(torg - org - zdist * '0 0 1'); -- 2.39.2