}
}
+ bool already_pushed = false;
+ if(is_velocity_pad) // remember velocity jump pads
+ {
+ if(this == targ.last_pushed || (targ.last_pushed && !STAT(Q3COMPAT, targ))) // if q3compat is active overwrite last stored jump pad, otherwise ignore
+ {
+ already_pushed = true;
+ }
+ else
+ {
+ targ.last_pushed = this; // may be briefly out of sync between client and server if client prediction is toggled
+ }
+ }
+
if(this.enemy)
{
if(!is_velocity_pad)
*/
spawnfunc(trigger_push_velocity)
{
- EXACTTRIGGER_INIT;
+ WarpZoneLib_ExactTrigger_Init(this, false);
BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
-
this.active = ACTIVE_ACTIVE;
this.use = trigger_push_use;
settouch(this, trigger_push_velocity_touch);