void trigger_push_touch()
{
+ 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 (other.classname != "gib")
if (other.classname != "casing")
if (other.classname != "droppedweapon")
+ if (other.classname != "keepawayball")
if (!other.projectiledeathtype || other.classname == "bullet")
return;
};
.vector dest;
-
void trigger_push_findtarget()
{
local entity e;
SetMovedir ();
EXACTTRIGGER_INIT;
-
+
+ self.active = ACTIVE_ACTIVE;
self.use = trigger_push_use;
self.touch = trigger_push_touch;