2 // current Xonotic physics
17 // Samual: 31 (just below 32, keeping things smooth without allowing 32qu steps)
19 // jump duration == 2*sv_jumpvelocity / sv_gravity
20 // in this case: 0.65 (thus either 19 or 20 frames)
21 // jump height == sv_jumpvelocity^2 / (2*sv_gravity)
22 // in this case: 42.25
25 // this is smaller than 112 qu, so a 112 qu high corridor (7 of 8 grid units in
26 // the 16 grid, and the 8th unit used for wall/floor) just lets a player jump!
28 sv_jumpvelocity_crouch 0
31 sv_airaccel_sideways_friction 0
33 sv_airaccel_qw_stretchfactor 2
35 sv_airstopaccelerate 3
36 sv_airstrafeaccelerate 18
37 sv_maxairstrafespeed 100
38 sv_airstrafeaccel_qw -0.95
40 sv_aircontrol_penalty 0
42 sv_aircontrol_backwards 0
43 sv_aircontrol_sidewards 0
44 sv_airspeedlimit_nonqw 900
45 sv_warsowbunny_turnaccel 0
46 sv_warsowbunny_accel 0.1593
47 sv_warsowbunny_topspeed 925
48 sv_warsowbunny_backtosideratio 0.8
52 sv_jumpspeedcap_min ""
53 sv_jumpspeedcap_max ""
54 sv_jumpspeedcap_max_disable_on_ramps 1
58 sv_gameplayfix_stepdown_maxspeed 400
59 g_movement_highspeed_q3_compat 0