void W_Nexball_Attack(entity actor, .entity weaponentity, float t);
void W_Nexball_Attack2(entity actor, .entity weaponentity);
-vector trigger_push_calculatevelocity(vector org, entity tgt, float ht);
+vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity);
METHOD(BallStealer, wr_think, void(BallStealer thiswep, entity actor, .entity weaponentity, int fire))
{
{
entity _ball = actor.ballcarried;
W_SetupShot(actor, weaponentity, false, 4, SND_NB_SHOOT1, CH_WEAPON_A, 0);
- DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32));
+ DropBall(_ball, w_shotorg, trigger_push_calculatevelocity(_ball.origin, _ball.enemy, 32, _ball));
setthink(_ball, W_Nexball_Think);
_ball.nextthink = time;
return;