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;
29 void trigger_push_draw();
33 trigger_push_calculatevelocity
36 org - origin of the object which is to be pushed
37 tgt - target entity (can be either a point or a model entity; if it is
38 the latter, its midpoint is used)
39 ht - jump height, measured from the higher one of org and tgt's midpoint
41 Returns: velocity for the jump
42 the global trigger_push_calculatevelocity_flighttime is set to the total
46 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
48 void trigger_push_touch();
51 void trigger_push_findtarget();
56 * target: target of jump
57 * height: the absolute value is the height of the highest point of the jump
58 * trajectory above the higher one of the player and the target.
59 * the sign indicates whether the highest point is INSIDE (positive)
60 * or OUTSIDE (negative) of the jump trajectory. General rule: use
61 * positive values for targets mounted on the floor, and use negative
62 * values to target a point on the ceiling.
63 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
66 void spawnfunc_trigger_push();
68 void spawnfunc_target_push();
69 void spawnfunc_info_notnull();
70 void spawnfunc_target_position();