if (force)
if (!IS_PLAYER(targ) || !StatusEffects_active(STATUSEFFECT_SpawnShield, targ) || targ == attacker)
{
- vector farce = damage_explosion_calcpush(targ.damageforcescale * force, targ.velocity,
- attacker == targ ? autocvar_g_balance_damagepush_speedfactor : 0);
+ vector farce = targ.damageforcescale * force;
+ if (attacker == targ && autocvar_g_balance_damagepush_speedfactor)
+ farce = damage_explosion_calcpush(farce, targ.velocity, autocvar_g_balance_damagepush_speedfactor);
if(targ.move_movetype == MOVETYPE_PHYSICS)
{