}
if(this.enemy.target)
- SUB_UseTargets(this.enemy, targ, targ); // TODO: do we need targ as trigger too?
+ SUB_UseTargets(this.enemy, targ, this);
if (targ.flags & FL_PROJECTILE)
{
void target_push_use(entity this, entity actor, entity trigger)
{
+ if(trigger.classname == "trigger_push" || trigger == this)
+ return; // WTF, why is this a thing
+
jumppad_push(this, actor);
}
void target_push_remove(entity this)
{
- if(this.classname)
- strunzone(this.classname);
- this.classname = string_null;
+ //if(this.classname)
+ //strunzone(this.classname);
+ //this.classname = string_null;
if(this.targetname)
strunzone(this.targetname);