and ti.
*/
- // push him so high...
+ // push them so high...
vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
// we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
vector org = targ.origin;
- if(STAT(Q3COMPAT))
- {
- org.z += targ.mins_z;
- org.z += 1; // off by 1!
- }
+ if(Q3COMPAT_COMMON || this.spawnflags & PUSH_STATIC)
+ org = (this.absmin + this.absmax) * 0.5;
if(this.enemy)
{