4 const int PUSH_ONCE = BIT(0); // legacy, deactivate with relay instead
5 const int PUSH_SILENT = BIT(1); // not used?
6 const int PUSH_STATIC = BIT(12); // xonotic-only, Q3 already behaves like this by default
8 IntrusiveList g_jumppads;
9 STATIC_INIT(g_jumppads) { g_jumppads = IL_NEW(); }
15 const int NUM_JUMPPADSUSED = 3;
17 .entity jumppadsused[NUM_JUMPPADSUSED];
20 void SUB_UseTargets(entity this, entity actor, entity trigger);
21 void trigger_push_use(entity this, entity actor, entity trigger);
22 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org);
23 bool trigger_push_testorigin_for_item(entity tracetest_ent, entity item, vector org);
27 trigger_push_calculatevelocity
30 org - origin of the object which is to be pushed
31 tgt - target entity (can be either a point or a model entity; if it is
32 the latter, its midpoint is used)
33 ht - jump height, measured from the higher one of org and tgt's midpoint
34 pushed_entity - object that is to be pushed
36 Returns: velocity for the jump
38 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
40 void trigger_push_touch(entity this, entity toucher);
43 bool trigger_push_test(entity this, entity item);
44 void trigger_push_findtarget(entity this);
49 * target: target of jump
50 * height: the absolute value is the height of the highest point of the jump
51 * trajectory above the higher one of the player and the target.
52 * the sign indicates whether the highest point is INSIDE (positive)
53 * or OUTSIDE (negative) of the jump trajectory. General rule: use
54 * positive values for targets mounted on the floor, and use negative
55 * values to target a point on the ceiling.
56 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
59 spawnfunc(trigger_push);
61 spawnfunc(target_push);
62 spawnfunc(info_notnull);
63 spawnfunc(target_position);