4 const float PUSH_ONCE = 1;
5 const float PUSH_SILENT = 2;
11 void() SUB_UseTargets;
13 float trigger_push_calculatevelocity_flighttime;
15 void trigger_push_use();
18 trigger_push_calculatevelocity
21 org - origin of the object which is to be pushed
22 tgt - target entity (can be either a point or a model entity; if it is
23 the latter, its midpoint is used)
24 ht - jump height, measured from the higher one of org and tgt's midpoint
26 Returns: velocity for the jump
27 the global trigger_push_calculatevelocity_flighttime is set to the total
31 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
33 void trigger_push_touch();
36 void trigger_push_findtarget();
41 * target: target of jump
42 * height: the absolute value is the height of the highest point of the jump
43 * trajectory above the higher one of the player and the target.
44 * the sign indicates whether the highest point is INSIDE (positive)
45 * or OUTSIDE (negative) of the jump trajectory. General rule: use
46 * positive values for targets mounted on the floor, and use negative
47 * values to target a point on the ceiling.
48 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
50 void spawnfunc_trigger_push();
52 void spawnfunc_target_push();
53 void spawnfunc_info_notnull();
54 void spawnfunc_target_position();