float PUSH_ONCE = 1; float PUSH_SILENT = 2; .float pushltime; .float height; void() SUB_UseTargets; float trigger_push_calculatevelocity_flighttime; void trigger_push_use() { if(teams_matter) self.team = activator.team; } /* trigger_push_calculatevelocity Arguments: org - origin of the object which is to be pushed tgt - target entity (can be either a point or a model entity; if it is the latter, its midpoint is used) ht - jump height, measured from the higher one of org and tgt's midpoint Returns: velocity for the jump the global trigger_push_calculatevelocity_flighttime is set to the total jump time */ vector trigger_push_calculatevelocity(vector org, entity tgt, float ht) { local float grav, sdist, zdist, vs, vz, jumpheight; local vector sdir, torg; torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5; grav = cvar("sv_gravity"); zdist = torg_z - org_z; sdist = vlen(torg - org - zdist * '0 0 1'); sdir = normalize(torg - org - zdist * '0 0 1'); // how high do we need to push the player? jumpheight = fabs(ht); if(zdist > 0) jumpheight = jumpheight + zdist; /* STOP. You will not understand the following equations anyway... But here is what I did to get them. I used the functions s(t) = t * vs z(t) = t * vz - 1/2 grav t^2 and solved for: s(ti) = sdist z(ti) = zdist max(z, ti) = jumpheight From these three equations, you will find the three parameters vs, vz and ti. */ // push him so high... vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)! // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump! if(ht < 0) if(zdist < 0) vz = -vz; vector solution; solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist" // ALWAYS solvable because jumpheight >= zdist if(!solution_z) 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) if(zdist == 0) 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) if(zdist < 0) { // down-jump if(ht < 0) { // almost straight line type // jump apex is before the jump // we must take the larger one trigger_push_calculatevelocity_flighttime = solution_y; } else { // regular jump // jump apex is during the jump // we must take the larger one too trigger_push_calculatevelocity_flighttime = solution_y; } } else { // up-jump if(ht < 0) { // almost straight line type // jump apex is after the jump // we must take the smaller one trigger_push_calculatevelocity_flighttime = solution_x; } else { // regular jump // jump apex is during the jump // we must take the larger one trigger_push_calculatevelocity_flighttime = solution_y; } } vs = sdist / trigger_push_calculatevelocity_flighttime; // finally calculate the velocity return sdir * vs + '0 0 1' * vz; } void trigger_push_touch() { // FIXME: add a .float for whether an entity should be tossed by jumppads if (!other.iscreature) if (other.classname != "corpse") if (other.classname != "body") if (other.classname != "gib") if (other.classname != "casing") if (other.classname != "droppedweapon") if (!other.projectiledeathtype || other.classname == "bullet") return; if (other.deadflag && other.iscreature) return; if(self.team) if((self.spawnflags & 4 == 0) == (self.team != other.team)) return; EXACTTRIGGER_TOUCH; if(self.target) self.movedir = trigger_push_calculatevelocity(other.origin, self.enemy, self.height); other.flags &~= FL_ONGROUND; other.velocity = self.movedir; if (other.classname == "player") { // reset tracking of oldvelocity for impact damage (sudden velocity changes) other.oldvelocity = other.velocity; if(self.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once { // flash when activated pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1); sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM); self.pushltime = time + 0.2; } local float ct; ct = clienttype(other); if( ct == CLIENTTYPE_REAL) { local float i; local float found; found = FALSE; for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i) if(other.(jumppadsused[i]) == self) found = TRUE; if(!found) { other.(jumppadsused[mod(other.jumppadcount, NUM_JUMPPADSUSED)]) = self; other.jumppadcount = other.jumppadcount + 1; } if(self.message) centerprint(other, self.message); } else if(ct == CLIENTTYPE_BOT) other.lastteleporttime = time; else other.jumppadcount = TRUE; // reset tracking of who pushed you into a hazard (for kill credit) other.pushltime = 0; } if(self.enemy.target) { entity oldself; oldself = self; activator = other; self = self.enemy; SUB_UseTargets(); self = oldself; } if (other.flags & FL_PROJECTILE) { other.angles = vectoangles (other.velocity); switch(other.movetype) { case MOVETYPE_FLY: other.movetype = MOVETYPE_TOSS; other.gravity = 1; break; case MOVETYPE_BOUNCEMISSILE: other.movetype = MOVETYPE_BOUNCE; other.gravity = 1; break; } UpdateCSQCProjectile(other); } if (self.spawnflags & PUSH_ONCE) { self.touch = SUB_Null; self.think = SUB_Remove; self.nextthink = time; } }; .vector dest; void trigger_push_findtarget() { local entity e; local vector org; local float flighttime; // first calculate a typical start point for the jump org = (self.absmin + self.absmax) * 0.5; org_z = self.absmax_z - PL_MIN_z; if (self.target) { // find the target self.enemy = find(world, targetname, self.target); if (!self.enemy) { objerror("trigger_push: target not found\n"); remove(self); return; } self.movedir = trigger_push_calculatevelocity(org, self.enemy, self.height); flighttime = trigger_push_calculatevelocity_flighttime; } else flighttime = 0; // calculate the destination and spawn a teleporter spawnfunc_waypoint e = spawn(); setorigin(e, org); setsize(e, PL_MIN, PL_MAX); e.velocity = self.movedir; tracetoss(e, e); self.dest = trace_endpos; remove(e); waypoint_spawnforteleporter(self, self.dest, flighttime); }; /* * ENTITY PARAMETERS: * * target: target of jump * height: the absolute value is the height of the highest point of the jump * trajectory above the higher one of the player and the target. * the sign indicates whether the highest point is INSIDE (positive) * or OUTSIDE (negative) of the jump trajectory. General rule: use * positive values for targets mounted on the floor, and use negative * values to target a point on the ceiling. * movedir: if target is not set, this * speed * 10 is the velocity to be reached. */ void spawnfunc_trigger_push() { if (self.angles != '0 0 0') SetMovedir (); EXACTTRIGGER_INIT; self.use = trigger_push_use; self.touch = trigger_push_touch; // normal push setup if (!self.speed) self.speed = 1000; self.movedir = self.movedir * self.speed * 10; if not(self.noise) self.noise = "misc/jumppad.wav"; precache_sound (self.noise); // this must be called to spawn the teleport waypoints for bots InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET); }; void spawnfunc_target_push() {}; void spawnfunc_info_notnull() {}; void spawnfunc_target_position() {};