if (!IS_PLAYER(targ) || time >= targ.spawnshieldtime || targ == attacker)
{
vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
- if(targ.movetype == MOVETYPE_PHYSICS)
+ if(targ.move_movetype == MOVETYPE_PHYSICS)
{
entity farcent = new(farce);
farcent.enemy = targ;
else
{
targ.velocity = targ.velocity + farce;
- targ.move_velocity = targ.velocity;
}
UNSET_ONGROUND(targ);
- targ.move_flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(targ);
}
// apply damage