if (self.active == ACTIVE_NOT)
return;
- // FIXME: add a .float for whether an entity should be tossed by jumppads
- if (!other.iscreature)
- if (other.classname != "corpse")
+ if not(other.iscreature)
if (other.classname != "body")
- if (other.classname != "gib")
if (other.classname != "casing")
+ if (other.classname != "corpse")
if (other.classname != "droppedweapon")
+ if (other.classname != "gib")
if (other.classname != "keepawayball")
+ if (other.classname != "nexball_basketball")
+ if (other.classname != "nexball_football")
if (!other.projectiledeathtype || other.classname == "bullet")
return;
+ if(!isPushable(other))
+ return;
+
if (other.deadflag && other.iscreature)
return;