Version with fixed audio here: • Quake 3's frame rate dependent physics [Fi... (this video is right-channel only)
An explanation of why setting `com_maxfps 125` in Quake 3 yields higher and longer jumps.
The real code corresponding with the pseudo-code is here (lines 3 and 4):
https://github.com/id-Software/Quake-...
and here (line 5):
https://github.com/id-Software/Quake-...