}
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);
}