void W_Plasma_Touch (void)
{
+ //self.velocity = self.velocity * 0.1;
+
PROJECTILE_TOUCH;
if (other.takedamage == DAMAGE_AIM) {
W_Plasma_Explode ();
} else {
+ //UpdateCSQCProjectile(self);
spamsound (self, CHAN_PROJECTILE, "weapons/electro_bounce.wav", VOL_BASE, ATTN_NORM);
self.projectiledeathtype |= HITTYPE_BOUNCE;
}
proj.health = cvar("g_balance_electro_secondary_health");
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
-
+
+ proj.bouncefactor = cvar("g_balance_electro_secondary_bouncefactor");
+ proj.bouncestop = cvar("g_balance_electro_secondary_bouncestop");
+
#if 0
entity p2;
p2 = spawn();
CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
other = proj; MUTATOR_CALLHOOK(EditProjectile);
-}
+ }
.vector hook_start, hook_end;
float lgbeam_send(entity to, float sf)