WEP_CVAR(electro, combo_damage),
WEP_CVAR(electro, combo_edgedamage),
WEP_CVAR(electro, combo_radius),
- world,
- world,
+ NULL,
+ NULL,
WEP_CVAR(electro, combo_force),
WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
- world
+ NULL
);
remove(this);
WEP_CVAR_SEC(electro, damage),
WEP_CVAR_SEC(electro, edgedamage),
WEP_CVAR_SEC(electro, radius),
- world,
- world,
+ NULL,
+ NULL,
WEP_CVAR_SEC(electro, force),
this.projectiledeathtype,
other
WEP_CVAR_PRI(electro, damage),
WEP_CVAR_PRI(electro, edgedamage),
WEP_CVAR_PRI(electro, radius),
- world,
- world,
+ NULL,
+ NULL,
WEP_CVAR_PRI(electro, force),
this.projectiledeathtype,
other