updated the juggle script to activate on any instance of enemy being in the air. This fixed the bug with juggles going into minus and infinite juggles.
@@ -19590,8 +19590,8 @@ void do_attack(entity *e)
}
}
- // If falling, then check the juggle cost.
- if(target->falling == 1)
+ // If in the air, then check the juggle cost.
+ if(inair(target))
{
if(attack->jugglecost > target->modeldata.jugglepoints.current)
{
