W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
this.event_damage = func_null;
- this.velocity = this.movedir; // particle fx and decals need .velocity
+ this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
RadiusDamage(
this,
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- this.velocity = this.movedir; // particle fx and decals need .velocity
+ this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
{
newproj.owner = this.owner;
newproj.realowner = this.realowner;
+ PROJECTILE_MAKETRIGGER(newproj);
setorigin(newproj, this.origin);
setmodel(newproj, MDL_PROJECTILE_ELECTRO);
setsize(newproj, this.mins, this.maxs);
METHOD(Electro, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(EFFECT_ELECTRO_BALLEXPLODE, org2, '0 0 0', 1);