4 const float PUSH_ONCE = 1;
5 const float PUSH_SILENT = 2;
12 float trigger_push_calculatevelocity_flighttime;
15 void() SUB_UseTargets;
16 void trigger_push_use();
24 const int ACTIVE_NOT = 0;
25 const int ACTIVE_ACTIVE = 1;
26 const int ACTIVE_IDLE = 2;
27 const int ACTIVE_BUSY = 2;
28 const int ACTIVE_TOGGLE = 3;
32 trigger_push_calculatevelocity
35 org - origin of the object which is to be pushed
36 tgt - target entity (can be either a point or a model entity; if it is
37 the latter, its midpoint is used)
38 ht - jump height, measured from the higher one of org and tgt's midpoint
40 Returns: velocity for the jump
41 the global trigger_push_calculatevelocity_flighttime is set to the total
45 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
47 void trigger_push_touch();
50 void trigger_push_findtarget();
55 * target: target of jump
56 * height: the absolute value is the height of the highest point of the jump
57 * trajectory above the higher one of the player and the target.
58 * the sign indicates whether the highest point is INSIDE (positive)
59 * or OUTSIDE (negative) of the jump trajectory. General rule: use
60 * positive values for targets mounted on the floor, and use negative
61 * values to target a point on the ceiling.
62 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
65 void spawnfunc_trigger_push();
67 void spawnfunc_target_push();
68 void spawnfunc_info_notnull();
69 void spawnfunc_target_position();