Actually, not exactly (from what I just figured out):
In Tremulous's bg_pmove.c in the function PM_CheckJump is has:
VectorMA( pm->ps->velocity,
BG_Class( pm->ps->stats[ STAT_CLASS ] )->jumpMagnitude,
normal, pm->ps->velocity );
Which, knowing what jumpMagnitude was for from where it gets set at different values for each class, it's obviously the value of how high the player can jump. So then in the vanilla q3 code I was able to go to bg_pmove.c in the function PM_CheckJump and find the line:
VectorMA( pm->ps->velocity,
300.0f, normal, pm->ps->velocity );
Which thanks to the Tremulous code I was able to understand what that 300 is for, it's for the jump height (or magnitude). So I just changed that to 364.0f (a number I had to discover through trial and error and a test map where I created a box that was exactly the height I needed the player to be able to jump up onto). [And actually I defined a new constant in bg_local.h called JUMP_VELOCITY and I refer to it in PM_CheckJump instead of using that ugly hardcoded number]
Just posting my solution because it's always good to post your solution to forum questions rather than just say "nevermind I got it", that way if anyone googles it some day the solution will be here

Actually I should mention, the code already had some stuff from Tremulous in it (one of the other coders on the team had put it in there)