vector damage_force = M_ARGV(3, vector) * autocvar_g_globalforces;
FOREACH_CLIENT(IS_PLAYER(it) && it != frag_target, {
it.velocity += damage_explosion_calcpush(it.damageforcescale * damage_force, it.velocity, autocvar_g_balance_damagepush_speedfactor);
vector damage_force = M_ARGV(3, vector) * autocvar_g_globalforces;
FOREACH_CLIENT(IS_PLAYER(it) && it != frag_target, {
it.velocity += damage_explosion_calcpush(it.damageforcescale * damage_force, it.velocity, autocvar_g_balance_damagepush_speedfactor);