19d0d1cff92cc12963a21897d0811fd418cd4bc8
1 float PUSH_ONCE                 = 1;
2 float PUSH_SILENT               = 2;
4 .float pushltime;
5 .float height;
7 void() SUB_UseTargets;
9 float trigger_push_calculatevelocity_flighttime;
11 void trigger_push_use()
12 {
13         if(teams_matter)
14                 self.team = activator.team;
15 }
17 /*
18         trigger_push_calculatevelocity
20         Arguments:
21           org - origin of the object which is to be pushed
22           tgt - target entity (can be either a point or a model entity; if it is
23                 the latter, its midpoint is used)
24           ht  - jump height, measured from the higher one of org and tgt's midpoint
26         Returns: velocity for the jump
27         the global trigger_push_calculatevelocity_flighttime is set to the total
28         jump time
29  */
31 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
32 {
33         local float grav, sdist, zdist, vs, vz, jumpheight;
34         local vector sdir, torg;
36         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
38         grav = autocvar_sv_gravity;
40         zdist = torg_z - org_z;
41         sdist = vlen(torg - org - zdist * '0 0 1');
42         sdir = normalize(torg - org - zdist * '0 0 1');
44         // how high do we need to push the player?
45         jumpheight = fabs(ht);
46         if(zdist > 0)
47                 jumpheight = jumpheight + zdist;
49         /*
50                 STOP.
52                 You will not understand the following equations anyway...
53                 But here is what I did to get them.
55                 I used the functions
57                   s(t) = t * vs
58                   z(t) = t * vz - 1/2 grav t^2
60                 and solved for:
62                   s(ti) = sdist
63                   z(ti) = zdist
64                   max(z, ti) = jumpheight
66                 From these three equations, you will find the three parameters vs, vz
67                 and ti.
68          */
70         // push him so high...
71         vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)!
73         // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
74         if(ht < 0)
75                 if(zdist < 0)
76                         vz = -vz;
78         vector solution;
79         solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
80         // ALWAYS solvable because jumpheight >= zdist
81         if(!solution_z)
82                 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)
83         if(zdist == 0)
84                 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)
86         if(zdist < 0)
87         {
88                 // down-jump
89                 if(ht < 0)
90                 {
91                         // almost straight line type
92                         // jump apex is before the jump
93                         // we must take the larger one
94                         trigger_push_calculatevelocity_flighttime = solution_y;
95                 }
96                 else
97                 {
98                         // regular jump
99                         // jump apex is during the jump
100                         // we must take the larger one too
101                         trigger_push_calculatevelocity_flighttime = solution_y;
102                 }
103         }
104         else
105         {
106                 // up-jump
107                 if(ht < 0)
108                 {
109                         // almost straight line type
110                         // jump apex is after the jump
111                         // we must take the smaller one
112                         trigger_push_calculatevelocity_flighttime = solution_x;
113                 }
114                 else
115                 {
116                         // regular jump
117                         // jump apex is during the jump
118                         // we must take the larger one
119                         trigger_push_calculatevelocity_flighttime = solution_y;
120                 }
121         }
122         vs = sdist / trigger_push_calculatevelocity_flighttime;
124         // finally calculate the velocity
125         return sdir * vs + '0 0 1' * vz;
126 }
128 void trigger_push_touch()
129 {
130         if (self.active == ACTIVE_NOT)
131                 return;
133         // FIXME: add a .float for whether an entity should be tossed by jumppads
134         if (!other.iscreature)
135         if (other.classname != "corpse")
136         if (other.classname != "body")
137         if (other.classname != "gib")
138         if (other.classname != "casing")
139         if (other.classname != "droppedweapon")
140         if (other.classname != "keepawayball")
141         if (!other.projectiledeathtype || other.classname == "bullet")
142                 return;
145                 return;
147         if(self.team)
148                 if((self.spawnflags & 4 == 0) == (self.team != other.team))
149                         return;
151         EXACTTRIGGER_TOUCH;
153         if(self.target)
154                 self.movedir = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
156         other.flags &~= FL_ONGROUND;
158         other.velocity = self.movedir;
160         if (other.classname == "player")
161         {
162                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
163                 other.oldvelocity = other.velocity;
165                 if(self.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
166                 {
167                         // flash when activated
169                         sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
170                         self.pushltime = time + 0.2;
171                 }
172                 local float ct;
173                 ct = clienttype(other);
174                 if( ct == CLIENTTYPE_REAL || ct == CLIENTTYPE_BOT)
175                 {
176                         local float i;
177                         local float found;
178                         found = FALSE;
179                         for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
181                                         found = TRUE;
182                         if(!found)
183                         {
186                         }
188                         if(ct == CLIENTTYPE_REAL)
189                         {
190                                 if(self.message)
191                                         centerprint(other, self.message);
192                         }
193                         else
194                                 other.lastteleporttime = time;
196                         if (!other.animstate_override)
197                         {
198                                 if (other.crouch)
199                                         setanim(other, other.anim_duckjump, FALSE, TRUE, TRUE);
200                                 else
201                                         setanim(other, other.anim_jump, FALSE, TRUE, TRUE);
202                         }
203                 }
204                 else
207                 // reset tracking of who pushed you into a hazard (for kill credit)
208                 other.pushltime = 0;
209         }
211         if(self.enemy.target)
212         {
213                 entity oldself;
214                 oldself = self;
215                 activator = other;
216                 self = self.enemy;
217                 SUB_UseTargets();
218                 self = oldself;
219         }
221         if (other.flags & FL_PROJECTILE)
222         {
223                 other.angles = vectoangles (other.velocity);
224                 switch(other.movetype)
225                 {
226                         case MOVETYPE_FLY:
227                                 other.movetype = MOVETYPE_TOSS;
228                                 other.gravity = 1;
229                                 break;
230                         case MOVETYPE_BOUNCEMISSILE:
231                                 other.movetype = MOVETYPE_BOUNCE;
232                                 other.gravity = 1;
233                                 break;
234                 }
235                 UpdateCSQCProjectile(other);
236         }
238         if (self.spawnflags & PUSH_ONCE)
239         {
240                 self.touch = SUB_Null;
241                 self.think = SUB_Remove;
242                 self.nextthink = time;
243         }
244 };
246 .vector dest;
247 void trigger_push_findtarget()
248 {
249         local entity e;
250         local vector org;
251         local float flighttime;
253         // first calculate a typical start point for the jump
254         org = (self.absmin + self.absmax) * 0.5;
255         org_z = self.absmax_z - PL_MIN_z;
257         if (self.target)
258         {
259                 // find the target
260                 self.enemy = find(world, targetname, self.target);
261                 if (!self.enemy)
262                 {
263                         objerror("trigger_push: target not found\n");
264                         remove(self);
265                         return;
266                 }
268                 self.movedir = trigger_push_calculatevelocity(org, self.enemy, self.height);
269                 flighttime = trigger_push_calculatevelocity_flighttime;
270         }
271         else
272                 flighttime = 0;
274         // calculate the destination and spawn a teleporter spawnfunc_waypoint
275         e = spawn();
276         setorigin(e, org);
277         setsize(e, PL_MIN, PL_MAX);
278         e.velocity = self.movedir;
279         tracetoss(e, e);
280         self.dest = trace_endpos;
281         remove(e);
283         waypoint_spawnforteleporter(self, self.dest, flighttime);
284 };
286 /*
287  * ENTITY PARAMETERS:
288  *
289  *   target:  target of jump
290  *   height:  the absolute value is the height of the highest point of the jump
291  *            trajectory above the higher one of the player and the target.
292  *            the sign indicates whether the highest point is INSIDE (positive)
293  *            or OUTSIDE (negative) of the jump trajectory. General rule: use
294  *            positive values for targets mounted on the floor, and use negative
295  *            values to target a point on the ceiling.
296  *   movedir: if target is not set, this * speed * 10 is the velocity to be reached.
297  */
298 void spawnfunc_trigger_push()
299 {
300         SetMovedir ();
302         EXACTTRIGGER_INIT;
304         self.active = ACTIVE_ACTIVE;
305         self.use = trigger_push_use;
306         self.touch = trigger_push_touch;
308         // normal push setup
309         if (!self.speed)
310                 self.speed = 1000;
311         self.movedir = self.movedir * self.speed * 10;
313         if not(self.noise)