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?
{
float shoot;
if(WEP_CVAR_PRI(electro, speed))
- shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false);
+ shoot = bot_aim(actor, weaponentity, WEP_CVAR_PRI(electro, speed), 0, WEP_CVAR_PRI(electro, lifetime), false, true);
else
- shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false);
+ shoot = bot_aim(actor, weaponentity, 1000000, 0, 0.001, false, true);
if(shoot)
{
}
else
{
- if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true))
+ if(bot_aim(actor, weaponentity, WEP_CVAR_SEC(electro, speed), WEP_CVAR_SEC(electro, speed_up), WEP_CVAR_SEC(electro, lifetime), true, true))
{
PHYS_INPUT_BUTTON_ATCK2(actor) = true;
if(random() < 0.03) actor.bot_secondary_electromooth = 0;