16 // Samual: 31 (just below 32, keeping things smooth without allowing 32qu steps)
18 // jump duration == 2*sv_jumpvelocity / sv_gravity
19 // in this case: 0.65 (thus either 19 or 20 frames)
20 // jump height == sv_jumpvelocity^2 / (2*sv_gravity)
21 // in this case: 42.25
24 // this is smaller than 112 qu, so a 112 qu high corridor (7 of 8 grid units in
25 // the 16 grid, and the 8th unit used for wall/floor) just lets a player jump!
27 sv_jumpvelocity_crouch 0
30 sv_airaccel_sideways_friction 0
32 sv_airaccel_qw_stretchfactor 2
34 sv_airstopaccelerate 3
35 sv_airstrafeaccelerate 24
36 sv_maxairstrafespeed 100
37 sv_airstrafeaccel_qw -0.95
39 sv_aircontrol_penalty 180
41 sv_aircontrol_backwards 0
42 sv_aircontrol_sidewards 0
43 sv_airspeedlimit_nonqw 800
44 sv_warsowbunny_turnaccel 0
45 sv_warsowbunny_accel 0.1593
46 sv_warsowbunny_topspeed 925
47 sv_warsowbunny_backtosideratio 0.8
51 sv_jumpspeedcap_min ""
52 sv_jumpspeedcap_max ""
53 sv_jumpspeedcap_max_disable_on_ramps 1
56 sv_gameplayfix_stepdown_maxspeed 400
57 g_movement_highspeed_q3_compat 0