const float PUSH_ONCE = 1; const float PUSH_SILENT = 2; .float pushltime; .float istypefrag; .float height; void() SUB_UseTargets; float trigger_push_calculatevelocity_flighttime; void trigger_push_use() { if(teamplay) self.team = activator.team; } /* trigger_push_calculatevelocity Arguments: org - origin of the object which is to be pushed tgt - target entity (can be either a point or a model entity; if it is the latter, its midpoint is used) ht - jump height, measured from the higher one of org and tgt's midpoint Returns: velocity for the jump the global trigger_push_calculatevelocity_flighttime is set to the total jump time */ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht) { float grav, sdist, zdist, vs, vz, jumpheight; vector sdir, torg; torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5; grav = autocvar_sv_gravity; if(other.gravity) grav *= other.gravity; zdist = torg.z - org.z; sdist = vlen(torg - org - zdist * '0 0 1'); sdir = normalize(torg - org - zdist * '0 0 1'); // how high do we need to push the player? jumpheight = fabs(ht); if(zdist > 0) jumpheight = jumpheight + zdist; /* STOP. You will not understand the following equations anyway... But here is what I did to get them. I used the functions s(t) = t * vs z(t) = t * vz - 1/2 grav t^2 and solved for: s(ti) = sdist z(ti) = zdist max(z, ti) = jumpheight From these three equations, you will find the three parameters vs, vz and ti. */ // push him so high... vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)! // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump! if(ht < 0) if(zdist < 0) vz = -vz; vector solution; solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist" // ALWAYS solvable because jumpheight >= zdist if(!solution.z) solution_y = solution.x; // just in case it is not solvable due to roundoff errors, assume two equal solutions at their center (this is mainly for the usual case with ht == 0) if(zdist == 0) solution_x = solution.y; // solution_x is 0 in this case, so don't use it, but rather use solution_y (which will be sqrt(0.5 * jumpheight / grav), actually) if(zdist < 0) { // down-jump if(ht < 0) { // almost straight line type // jump apex is before the jump // we must take the larger one trigger_push_calculatevelocity_flighttime = solution.y; } else { // regular jump // jump apex is during the jump // we must take the larger one too trigger_push_calculatevelocity_flighttime = solution.y; } } else { // up-jump if(ht < 0) { // almost straight line type // jump apex is after the jump // we must take the smaller one trigger_push_calculatevelocity_flighttime = solution.x; } else { // regular jump // jump apex is during the jump // we must take the larger one trigger_push_calculatevelocity_flighttime = solution.y; } } vs = sdist / trigger_push_calculatevelocity_flighttime; // finally calculate the velocity return sdir * vs + '0 0 1' * vz; } void trigger_push_touch() { if (self.active == ACTIVE_NOT) return; if (!isPushable(other)) return; if(self.team) if(((self.spawnflags & 4) == 0) == (self.team != other.team)) return; EXACTTRIGGER_TOUCH; if(self.enemy) { other.velocity = trigger_push_calculatevelocity(other.origin, self.enemy, self.height); } else if(self.target) { entity e; RandomSelection_Init(); for(e = world; (e = find(e, targetname, self.target)); ) { if(e.cnt) RandomSelection_Add(e, 0, string_null, e.cnt, 1); else RandomSelection_Add(e, 0, string_null, 1, 1); } other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, self.height); } else { other.velocity = self.movedir; } other.flags &= ~FL_ONGROUND; if (IS_PLAYER(other)) { // reset tracking of oldvelocity for impact damage (sudden velocity changes) other.oldvelocity = other.velocity; if(self.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once { // flash when activated pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1); sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM); self.pushltime = time + 0.2; } if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other)) { float i; float found; found = false; for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i) if(other.(jumppadsused[i]) == self) found = true; if(!found) { other.(jumppadsused[other.jumppadcount % NUM_JUMPPADSUSED]) = self; other.jumppadcount = other.jumppadcount + 1; } if(IS_REAL_CLIENT(other)) { if(self.message) centerprint(other, self.message); } else other.lastteleporttime = time; if (other.deadflag == DEAD_NO) animdecide_setaction(other, ANIMACTION_JUMP, true); } else other.jumppadcount = true; // reset tracking of who pushed you into a hazard (for kill credit) other.pushltime = 0; other.istypefrag = 0; } if(self.enemy.target) { entity oldself; oldself = self; activator = other; self = self.enemy; SUB_UseTargets(); self = oldself; } if (other.flags & FL_PROJECTILE) { other.angles = vectoangles (other.velocity); switch(other.movetype) { case MOVETYPE_FLY: other.movetype = MOVETYPE_TOSS; other.gravity = 1; break; case MOVETYPE_BOUNCEMISSILE: other.movetype = MOVETYPE_BOUNCE; other.gravity = 1; break; } UpdateCSQCProjectile(other); } if (self.spawnflags & PUSH_ONCE) { self.touch = func_null; self.think = SUB_Remove; self.nextthink = time; } } .vector dest; void trigger_push_findtarget() { entity e, t; vector org; // first calculate a typical start point for the jump org = (self.absmin + self.absmax) * 0.5; org_z = self.absmax.z - PL_MIN_z; if (self.target) { float n; n = 0; for(t = world; (t = find(t, targetname, self.target)); ) { ++n; e = spawn(); setorigin(e, org); setsize(e, PL_MIN, PL_MAX); e.velocity = trigger_push_calculatevelocity(org, t, self.height); tracetoss(e, e); if(e.movetype == MOVETYPE_NONE) waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity)); remove(e); } if(n == 0) { // no dest! objerror ("Jumppad with nonexistant target"); return; } else if(n == 1) { // exactly one dest - bots love that self.enemy = find(world, targetname, self.target); } else { // have to use random selection every single time self.enemy = world; } } else { e = spawn(); setorigin(e, org); setsize(e, PL_MIN, PL_MAX); e.velocity = self.movedir; tracetoss(e, e); waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity)); remove(e); } } /* * ENTITY PARAMETERS: * * target: target of jump * height: the absolute value is the height of the highest point of the jump * trajectory above the higher one of the player and the target. * the sign indicates whether the highest point is INSIDE (positive) * or OUTSIDE (negative) of the jump trajectory. General rule: use * positive values for targets mounted on the floor, and use negative * values to target a point on the ceiling. * movedir: if target is not set, this * speed * 10 is the velocity to be reached. */ void spawnfunc_trigger_push() { SetMovedir (); EXACTTRIGGER_INIT; self.active = ACTIVE_ACTIVE; self.use = trigger_push_use; self.touch = trigger_push_touch; // normal push setup if (!self.speed) self.speed = 1000; self.movedir = self.movedir * self.speed * 10; if (!self.noise) self.noise = "misc/jumppad.wav"; precache_sound (self.noise); // this must be called to spawn the teleport waypoints for bots InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET); } void spawnfunc_target_push() {} void spawnfunc_info_notnull() {} void spawnfunc_target_position() {}