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
29 pushed_entity - object that is to be pushed
31 Returns: velocity for the jump
32 the global trigger_push_calculatevelocity_flighttime is set to the total
36 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
38 void trigger_push_touch(entity this, entity toucher);
41 void trigger_push_findtarget(entity this);
46 * target: target of jump
47 * height: the absolute value is the height of the highest point of the jump
48 * trajectory above the higher one of the player and the target.
49 * the sign indicates whether the highest point is INSIDE (positive)
50 * or OUTSIDE (negative) of the jump trajectory. General rule: use
51 * positive values for targets mounted on the floor, and use negative
52 * values to target a point on the ceiling.
53 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
56 spawnfunc(trigger_push);
58 spawnfunc(target_push);
59 spawnfunc(info_notnull);
60 spawnfunc(target_position);