game/w_force.c void ForceGrip( gentity_t *self )Look for checks like: if ( !WP_ForcePowerUsable( self, FP_GRIP ) ) if ( tr.fraction != 1.0 &&
tr.entityNum != ENTITYNUM_NONE &&
g_entities[tr.entityNum].client && // <---- HERE
!g_entities[tr.entityNum].client->ps.fd.forceGripCripple &&
g_entities[tr.entityNum].client->ps.fd.forceGripBeingGripped < level.time &&
ForcePowerUsableOn(self, &g_entities[tr.entityNum], FP_GRIP) && // <---- HERE
(g_friendlyFire.integer || !OnSameTeam(self, &g_entities[tr.entityNum])) ) //don't grip someone who's still crippledModifying those checks to allow non-client entities should work.There might be other places in code that rely on the gripped object being a client. I'm not sure.