if(self.damageforcescale)
if(vlen(thisforce))
{
- self.move_velocity = self.move_velocity + self.damageforcescale * thisforce;
+ self.move_velocity = self.move_velocity + damage_explosion_calcpush(self.damageforcescale * thisforce, self.move_velocity, autocvar_g_balance_damagepush_speedfactor);
self.move_flags &~= FL_ONGROUND;
}