// TODO: split target_push and put it in the target folder
#ifdef SVQC
#include <common/physics/movetypes/movetypes.qh>
-#include <server/sv_main.qh>
void trigger_push_use(entity this, entity actor, entity trigger)
{
return false;
vector org = targ.origin;
-#ifdef SVQC
- if(autocvar_sv_q3defragcompat)
-#elif defined(CSQC)
- if(STAT(Q3DEFRAGCOMPAT))
-#endif
+
+ if(STAT(Q3COMPAT))
{
org.z += targ.mins_z;
org.z += 1; // off by 1!
// reset tracking of oldvelocity for impact damage (sudden velocity changes)
targ.oldvelocity = targ.velocity;
- if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
+ // prevent sound spam when a player hits the jumppad more than once
+ // or when a dead player gets stuck in the jumppad for some reason
+ if(this.pushltime < time && !(IS_DEAD(targ) && targ.velocity == '0 0 0'))
{
// flash when activated
Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
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();
NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
{
- this.classname = "push_target";
this.cnt = ReadByte();
this.targetname = strzone(ReadString());
this.origin = ReadVector();