3 const float PUSH_ONCE = 1;
4 const float PUSH_SILENT = 2;
10 const int NUM_JUMPPADSUSED = 3;
12 .entity jumppadsused[NUM_JUMPPADSUSED];
15 void SUB_UseTargets(entity this, entity actor, entity trigger);
16 void trigger_push_use(entity this, entity actor, entity trigger);
20 trigger_push_calculatevelocity
23 org - origin of the object which is to be pushed
24 tgt - target entity (can be either a point or a model entity; if it is
25 the latter, its midpoint is used)
26 ht - jump height, measured from the higher one of org and tgt's midpoint
27 pushed_entity - object that is to be pushed
29 Returns: velocity for the jump
31 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
33 void trigger_push_touch(entity this, entity toucher);
36 void trigger_push_findtarget(entity this);
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.
51 spawnfunc(trigger_push);
53 spawnfunc(target_push);
54 spawnfunc(info_notnull);
55 spawnfunc(target_position);