trigger_push scales inversely with frametime in CS new update
Similar to #3651
trigger_push push vector scales inversely with frametime gpGlobals->frametime.
This only happens in CS but not in HL or CZ (czeror).
The result is lots of maps using trigger_push will be scaled up averagely 100 times (100 fps). Some might be unplayable.
Additionally, a weird bug that seems to teleport the player seems to happen when jumping on a trigger_push with 2 frames on the ground.
https://github.com/ValveSoftware/halflife/assets/56519529/09e5dc9f-a97b-437b-b3a2-cd79747bcc19
please fix :( so many maps are broken due to this
@shawns-valve there is a CS community based around game movement and this affects it. Hopefully this will be a quick fix.
There are many Team Fortress Classic maps using trigger_push entities that are also impacted by what looks like the same symptom (the push is too strong). This is tied to the 25th Anniversary Update. Some servers are using older versions to avoid this issue.
For example, siege is completely broken since the offense can't enter the "shoop" (the small hallway section by the lower spawn that is under/past the main ramp room).
+1 that this breaks many maps, and many server operators are avoiding the 25th Anniversary version as a result.
This costs players the option of using the new shaders, as IIRC they require the server to be running the 25th edition and set the corresponding server cvar allowing their use.
#3651