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 #define PUSH_VELOCITY_PLAYERDIR_XY BIT(0)
9 #define PUSH_VELOCITY_ADD_XY BIT(1)
10 #define PUSH_VELOCITY_PLAYERDIR_Z BIT(2)
11 #define PUSH_VELOCITY_ADD_Z BIT(3)
12 #define PUSH_VELOCITY_BIDIRECTIONAL_XY BIT(4)
13 #define PUSH_VELOCITY_BIDIRECTIONAL_Z BIT(5)
14 #define PUSH_VELOCITY_CLAMP_NEGATIVE_ADDS BIT(6)
16 #define Q3_TARGET_PUSH_JUMPPAD BIT(0) // target_push defaults to "wind tunnel" mode in Q3
18 IntrusiveList g_jumppads;
19 STATIC_INIT(g_jumppads) { g_jumppads = IL_NEW(); }
27 const int NUM_JUMPPADSUSED = 3;
29 .entity jumppadsused[NUM_JUMPPADSUSED];
32 void SUB_UseTargets(entity this, entity actor, entity trigger);
33 void trigger_push_use(entity this, entity actor, entity trigger);
34 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org);
35 bool trigger_push_testorigin_for_item(entity tracetest_ent, entity item, vector org);
39 trigger_push_calculatevelocity
42 org - origin of the object which is to be pushed
43 tgt - target entity (can be either a point or a model entity; if it is
44 the latter, its midpoint is used)
45 ht - jump height, measured from the higher one of org and tgt's midpoint
46 pushed_entity - object that is to be pushed
48 Returns: velocity for the jump
50 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
52 void trigger_push_touch(entity this, entity toucher);
55 bool trigger_push_test(entity this, entity item);
56 void trigger_push_findtarget(entity this);
59 * ENTITY PARAMETERS trigger_push:
61 * target: target of jump
62 * height: the absolute value is the height of the highest point of the jump
63 * trajectory above the higher one of the player and the target.
64 * the sign indicates whether the highest point is INSIDE (positive)
65 * or OUTSIDE (negative) of the jump trajectory. General rule: use
66 * positive values for targets mounted on the floor, and use negative
67 * values to target a point on the ceiling.
68 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
72 * ENTITY PARAMETERS trigger_push_velocity:
74 * target: this points to the target_position to which the player will jump.
75 * speed: XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity.
76 * count: Z speed for player-directional velocity pads - either sets or adds to the player's vertical velocity.
79 spawnfunc(trigger_push);
80 spawnfunc(trigger_push_velocity);
82 spawnfunc(target_push);
83 spawnfunc(info_notnull);
84 spawnfunc(target_position);