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Having given this some thought, this is probably still a naive solution, but it does help me narrow things down. From what I can tell, having debugged and stepped though the execution, the problem is still related to the gravity calculation: Considering we only care about the player entity, the entity gravity variable Where |
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I think I finally figured it out. Your choice to subtract toi from the Y velocity only at ground tick 1 was messing with later gravity calculations. From my testing, subtracting it every time doesn't seem to hamper bunny hopping acceleration, but let me know if there's a problem.
There are still some very minor details that make surfing here technically different to source engine surfing (e.g. holding forward doesn't pull you down), but I'd say it's pretty close.