+// CPMA uses gravity 800 but the strength of Q3 gravity is frametime-dependent.
+// It also differs slightly between ascending and descending, which we don't attempt to replicate.
+// Modern CPMA has frametime-independent physics that ~match 125fps frametime-dependent.
+// DeFRaG still has frametime-dependent physics and DFWC rules mandate 125fps.
+// 125 * round(800/125) = 750 simulates 125fps Q3 gravity in Xonotic,
+// tested mathematically by k9 and ingame with printf by bones_was_here.
+
+// Jump height:
+// Taking into account the effect of velocity snapping, a general formula for origin.z k frames after jumping can be derived:
+// kT(270 + (round(gT) - GT)/2) - 1/2 k^2 T round(gT)
+// Inputting g=750, T=1/125 and solving on the 45th frame, we find that the jump height in Quake 3 is 48.528 units.
+// Q3 test results: 48.527999872 in every test (at end of frame).
+// Xonotic test results: 48.6 as expected by (270^2)/(2*750) (see: physicsX.cfg)
+
+// Jump distance/duration:
+// The above formula can also be used to calculate that landing in Q3 occurs after 89.93333... 8ms frames,
+// for a duration of 720ms at end of frame, as predicted by (2*270)/750 (see: physicsX.cfg),
+// so the expected distance is 230.4 units at 320ups.
+// Q3 test results: 230.405274 230.405274 230.404723 230.404969 (at end of frame when ONGROUND is set).
+// Xonotic test results: 230.39637 in every test (Xonotic can set ONGROUND earlier in the frame, when the collision occurs).
+
+sv_gravity 750
+