// try moving the contacted entity
int savesolid = this.solid;
this.solid = SOLID_NOT;
- if(!_Movetype_PushEntity(check, move, true, true))
+ if(!_Movetype_PushEntity(check, move, true))
{
// entity "check" got teleported
check.angles_y += trace_fraction * moveangle.y;
if(_Movetype_NudgeOutOfSolid_PivotIsKnownGood(check, pivot))
{
// hack to invoke all necessary movement triggers
- _Movetype_PushEntity(check, '0 0 0', true, true);
+ _Movetype_PushEntity(check, '0 0 0', true);
// we could fix it or entity "check" was telported
continue;
}