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 void ent_trigger_push();
25 void ent_target_push();
29 trigger_push_calculatevelocity
32 org - origin of the object which is to be pushed
33 tgt - target entity (can be either a point or a model entity; if it is
34 the latter, its midpoint is used)
35 ht - jump height, measured from the higher one of org and tgt's midpoint
37 Returns: velocity for the jump
38 the global trigger_push_calculatevelocity_flighttime is set to the total
42 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
44 void trigger_push_touch();
47 void trigger_push_findtarget();
52 * target: target of jump
53 * height: the absolute value is the height of the highest point of the jump
54 * trajectory above the higher one of the player and the target.
55 * the sign indicates whether the highest point is INSIDE (positive)
56 * or OUTSIDE (negative) of the jump trajectory. General rule: use
57 * positive values for targets mounted on the floor, and use negative
58 * values to target a point on the ceiling.
59 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
62 void spawnfunc_trigger_push();
64 void spawnfunc_target_push();
65 void spawnfunc_info_notnull();
66 void spawnfunc_target_position();