}
}
}
-
+
// change owner to whoever caused the combo explosion
e.realowner = own;
e.takedamage = DAMAGE_NO;
e.classname = "electro_orb_chain";
-
+
// now set the next one to trigger as well
e.think = W_Electro_ExplodeCombo;
-
+
// delay combo chains, looks cooler
e.nextthink =
(
W_Electro_TriggerCombo(self.origin, WEP_CVAR(electro, combo_comboradius), self.realowner);
self.event_damage = func_null;
-
+
RadiusDamage(
self,
self.realowner,
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
-
+
if(self.movetype == MOVETYPE_BOUNCE)
{
RadiusDamage(
// now set the next one to trigger as well
e.think = W_Electro_ExplodeCombo;
-
+
// delay combo chains, looks cooler
e.nextthink =
(
weapon_thinkf(WFRAME_FIRE2, WEP_CVAR_SEC(electro, animtime), W_Electro_CheckAttack);
return;
}
- // WEAPONTODO: when the player releases the button, cut down the length of refire2?
+ // WEAPONTODO: when the player releases the button, cut down the length of refire2?
w_ready();
}
if(random() < 0.03) self.bot_secondary_electromooth = 0;
}
}
-
+
return true;
}
case WR_THINK:
WEP_ACTION(self.weapon, WR_RELOAD);
return false;
}
-
+
return true;
}
-
+
if(self.BUTTON_ATCK)
{
if(weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire)))
sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
}
}
-
+
return true;
}
case WR_INIT: