}
}
- if(!is_pushed) UNSET_ONGROUND(targ);
+ if(!is_pushed || !(this.spawnflags & ADD_Z)) UNSET_ONGROUND(targ);
#ifdef CSQC
if (targ.flags & FL_PROJECTILE)
// prevent sound spam when a player hits the jumppad more than once
// or when a dead player gets stuck in the jumppad for some reason
- if(!is_pushed && this.pushltime < time && !(IS_DEAD(targ) && targ.velocity == '0 0 0'))
+ if((!is_pushed || !((this.spawnflags & ADD_XY) && (this.spawnflags & ADD_Z))) && this.pushltime < time && !(IS_DEAD(targ) && targ.velocity == '0 0 0'))
{
// flash when activated
Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);