3 const float PUSH_ONCE = 1;
4 const float PUSH_SILENT = 2;
10 const int NUM_JUMPPADSUSED = 3;
12 .entity jumppadsused[NUM_JUMPPADSUSED];
14 float trigger_push_calculatevelocity_flighttime;
17 void SUB_UseTargets(entity this, entity actor, entity trigger);
18 void trigger_push_use(entity this, entity actor, entity trigger);
22 trigger_push_calculatevelocity
25 org - origin of the object which is to be pushed
26 tgt - target entity (can be either a point or a model entity; if it is
27 the latter, its midpoint is used)
28 ht - jump height, measured from the higher one of org and tgt's midpoint
30 Returns: velocity for the jump
31 the global trigger_push_calculatevelocity_flighttime is set to the total
35 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
37 void trigger_push_touch(entity this, entity toucher);
40 void trigger_push_findtarget(entity this);
45 * target: target of jump
46 * height: the absolute value is the height of the highest point of the jump
47 * trajectory above the higher one of the player and the target.
48 * the sign indicates whether the highest point is INSIDE (positive)
49 * or OUTSIDE (negative) of the jump trajectory. General rule: use
50 * positive values for targets mounted on the floor, and use negative
51 * values to target a point on the ceiling.
52 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
55 spawnfunc(trigger_push);
57 spawnfunc(target_push);
58 spawnfunc(info_notnull);
59 spawnfunc(target_position);