4 const float PUSH_ONCE = 1;
5 const float PUSH_SILENT = 2;
11 const int NUM_JUMPPADSUSED = 3;
13 .entity jumppadsused[NUM_JUMPPADSUSED];
15 float trigger_push_calculatevelocity_flighttime;
18 void() SUB_UseTargets;
19 void trigger_push_use();
23 trigger_push_calculatevelocity
26 org - origin of the object which is to be pushed
27 tgt - target entity (can be either a point or a model entity; if it is
28 the latter, its midpoint is used)
29 ht - jump height, measured from the higher one of org and tgt's midpoint
31 Returns: velocity for the jump
32 the global trigger_push_calculatevelocity_flighttime is set to the total
36 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
38 void trigger_push_touch();
41 void trigger_push_findtarget();
46 * target: target of jump
47 * height: the absolute value is the height of the highest point of the jump
48 * trajectory above the higher one of the player and the target.
49 * the sign indicates whether the highest point is INSIDE (positive)
50 * or OUTSIDE (negative) of the jump trajectory. General rule: use
51 * positive values for targets mounted on the floor, and use negative
52 * values to target a point on the ceiling.
53 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
56 spawnfunc(trigger_push);
58 spawnfunc(target_push);
59 spawnfunc(info_notnull);
60 spawnfunc(target_position);