2 #include "../spawnflags.qh"
4 IntrusiveList g_jumppads;
5 STATIC_INIT(g_jumppads) { g_jumppads = IL_NEW(); }
11 const int NUM_JUMPPADSUSED = 3;
13 .entity jumppadsused[NUM_JUMPPADSUSED];
16 void SUB_UseTargets(entity this, entity actor, entity trigger);
17 void trigger_push_use(entity this, entity actor, entity trigger);
18 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org);
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
33 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
35 void trigger_push_touch(entity this, entity toucher);
38 bool trigger_push_test(entity this, entity item);
39 void trigger_push_findtarget(entity this);
44 * target: target of jump
45 * height: the absolute value is the height of the highest point of the jump
46 * trajectory above the higher one of the player and the target.
47 * the sign indicates whether the highest point is INSIDE (positive)
48 * or OUTSIDE (negative) of the jump trajectory. General rule: use
49 * positive values for targets mounted on the floor, and use negative
50 * values to target a point on the ceiling.
51 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
54 spawnfunc(trigger_push);
56 spawnfunc(target_push);
57 spawnfunc(info_notnull);
58 spawnfunc(target_position);