-#include "../player.qh"
+#include "toss.qh"
void _Movetype_Physics_Toss(entity this, float dt) // SV_Physics_Toss
{
for (int bump = 0; bump < MAX_CLIP_PLANES && movetime > 0; ++bump)
{
vector move = this.velocity * movetime;
- _Movetype_PushEntity(this, move, true);
+ _Movetype_PushEntity(this, move, true, false);
if (wasfreed(this))
return;
if (trace_startsolid)
{
_Movetype_UnstickEntity(this);
- _Movetype_PushEntity(this, move, false);
+ _Movetype_PushEntity(this, move, false, false);
if (wasfreed(this))
return;
}