NULL,
NULL,
WEP_CVAR(electro, combo_force),
- this.projectiledeathtype | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+ WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
this.weaponentity_fld,
NULL
);
delete(this);
if(to)
- SetMovetypeFollow(this, to);
+ SetMovetypeFollow(newproj, to);
}
void W_Electro_Orb_Touch(entity this, entity toucher)
{
PROJECTILE_TOUCH(this, toucher);
- if(toucher.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Electro_Explode(this, toucher); } }
+ if(toucher.takedamage == DAMAGE_AIM && WEP_CVAR_SEC(electro, touchexplode))
+ { W_Electro_Explode(this, toucher); }
else if(toucher.owner != this.owner && toucher.classname != this.classname) // don't stick to player's other projectiles!
{
//UpdateCSQCProjectile(this);
proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
proj.missile_flags = MIF_SPLASH | MIF_ARC;
-#if 0
- entity p2;
- p2 = spawn();
- copyentity(proj, p2);
- setmodel(p2, MDL_PROJECTILE_ELECTRO);
- setsize(p2, proj.mins, proj.maxs);
-#endif
-
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
MUTATOR_CALLHOOK(EditProjectile, actor, proj);