#include "jumppads.qh"
// TODO: split target_push and put it in the target folder
#ifdef SVQC
-#include "jumppads.qh"
#include <common/physics/movetypes/movetypes.qh>
void trigger_push_use(entity this, entity actor, entity trigger)
if(teamplay)
{
this.team = actor.team;
- this.SendFlags |= 2;
+ this.SendFlags |= SF_TRIGGER_UPDATE;
}
}
#endif
centerprint(targ, this.message);
}
else
+ {
targ.lastteleporttime = time;
+ targ.lastteleport_origin = targ.origin;
+ }
if (!IS_DEAD(targ))
animdecide_setaction(targ, ANIMACTION_JUMP, true);
}
else
- targ.jumppadcount = true;
+ targ.jumppadcount = 1;
// reset tracking of who pushed you into a hazard (for kill credit)
targ.pushltime = 0;
return;
if(this.team)
- if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
+ if(((this.spawnflags & INVERT_TEAMS) == 0) == (DIFF_TEAM(this, toucher)))
return;
EXACTTRIGGER_TOUCH(this, toucher);
if(trace_startsolid)
return false;
- if(!jp.height)
+ if (!jp.height)
{
// since tracetoss starting from jumppad's origin often fails when target
// is very close to real destination, start it directly from target's
// origin instead
+ vector ofs = '0 0 0';
+ if (vdist(vec2(tracetest_ent.velocity), <, autocvar_sv_maxspeed))
+ ofs = stepheightvec;
+
tracetest_ent.velocity.z = 0;
- setorigin(tracetest_ent, targ.origin + stepheightvec);
+ setorigin(tracetest_ent, targ.origin + ofs);
tracetoss(tracetest_ent, tracetest_ent);
- if(trace_startsolid)
+ if (trace_startsolid && ofs.z)
{
- setorigin(tracetest_ent, targ.origin + stepheightvec / 2);
+ setorigin(tracetest_ent, targ.origin + ofs / 2);
tracetoss(tracetest_ent, tracetest_ent);
- if(trace_startsolid)
+ if (trace_startsolid && ofs.z)
{
setorigin(tracetest_ent, targ.origin);
tracetoss(tracetest_ent, tracetest_ent);
- if(trace_startsolid)
+ if (trace_startsolid)
return false;
}
}
return true;
}
#endif
-void trigger_push_findtarget(entity this)
+
+/// if (item != NULL) returns true if the item can be reached by using this jumppad, false otherwise
+/// if (item == NULL) tests jumppad's trajectory and eventually spawns waypoints for it (return value doesn't matter)
+bool trigger_push_test(entity this, entity item)
{
// first calculate a typical start point for the jump
vector org = (this.absmin + this.absmax) * 0.5;
- org.z = this.absmax.z - PL_MIN_CONST.z;
+ org.z = this.absmax.z - PL_MIN_CONST.z - 7;
if (this.target)
{
setsize(e, PL_MIN_CONST, PL_MAX_CONST);
e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
e.velocity = trigger_push_calculatevelocity(org, t, this.height, e);
+
+ if(item)
+ {
+ setorigin(e, org);
+ tracetoss(e, e);
+ bool r = (trace_ent == item);
+ delete(e);
+ return r;
+ }
+
vel = e.velocity;
vector best_target = '0 0 0';
vector best_org = '0 0 0';
#endif
}
+ if(item)
+ return false;
+
if(!n)
{
// no dest!
#ifdef SVQC
objerror (this, "Jumppad with nonexistant target");
#endif
- return;
+ return false;
}
else if(n == 1)
{
setorigin(e, org);
e.velocity = this.movedir;
tracetoss(e, e);
+ if(item)
+ {
+ bool r = (trace_ent == item);
+ delete(e);
+ return r;
+ }
if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, trace_endpos + PL_MIN_CONST, trace_endpos + PL_MAX_CONST)))
waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity), e);
delete(e);
defer(this, 0.1, trigger_push_updatelink);
#endif
+ return true;
+}
+
+void trigger_push_findtarget(entity this)
+{
+ trigger_push_test(this, NULL);
}
#ifdef SVQC
WriteByte(MSG_ENTITY, this.active);
WriteCoord(MSG_ENTITY, this.height);
- WriteCoord(MSG_ENTITY, this.movedir_x);
- WriteCoord(MSG_ENTITY, this.movedir_y);
- WriteCoord(MSG_ENTITY, this.movedir_z);
+ WriteVector(MSG_ENTITY, this.movedir);
trigger_common_write(this, true);
void trigger_push_updatelink(entity this)
{
- this.SendFlags |= 1;
+ this.SendFlags |= SF_TRIGGER_INIT;
}
void trigger_push_link(entity this)
trigger_push_link(this); // link it now
+ IL_PUSH(g_jumppads, this);
+
// this must be called to spawn the teleport waypoints for bots
InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
}
WriteByte(MSG_ENTITY, this.cnt);
WriteString(MSG_ENTITY, this.targetname);
- WriteCoord(MSG_ENTITY, this.origin_x);
- WriteCoord(MSG_ENTITY, this.origin_y);
- WriteCoord(MSG_ENTITY, this.origin_z);
+ WriteVector(MSG_ENTITY, this.origin);
WriteAngle(MSG_ENTITY, this.angles_x);
WriteAngle(MSG_ENTITY, this.angles_y);
target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
}
-spawnfunc(target_push) { target_push_init2(this); }
-spawnfunc(info_notnull) { target_push_init(this); }
-spawnfunc(target_position) { target_push_init(this); }
+spawnfunc(target_push)
+{
+ target_push_init2(this);
+}
+
+spawnfunc(info_notnull)
+{
+ target_push_init(this);
+}
+spawnfunc(target_position)
+{
+ target_push_init(this);
+}
#elif defined(CSQC)
NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
{
this.classname = "jumppad";
- int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
+ int mytm = ReadByte();
+ if(mytm)
+ {
+ this.team = mytm - 1;
+ }
this.spawnflags = ReadInt24_t();
this.active = ReadByte();
this.height = ReadCoord();
- this.movedir_x = ReadCoord();
- this.movedir_y = ReadCoord();
- this.movedir_z = ReadCoord();
+ this.movedir = ReadVector();
trigger_common_read(this, true);
void target_push_remove(entity this)
{
- //if(this.classname)
- //strunzone(this.classname);
- //this.classname = string_null;
-
- if(this.targetname)
- strunzone(this.targetname);
- this.targetname = string_null;
+ // strfree(this.classname);
+ strfree(this.targetname);
}
NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
this.classname = "push_target";
this.cnt = ReadByte();
this.targetname = strzone(ReadString());
- this.origin_x = ReadCoord();
- this.origin_y = ReadCoord();
- this.origin_z = ReadCoord();
+ this.origin = ReadVector();
this.angles_x = ReadAngle();
this.angles_y = ReadAngle();