if(IsFlying(other))
AnnounceTo(self.realowner, "electrobitch");
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
if (self.movetype == MOVETYPE_BOUNCE)
{
{
W_Plasma_TriggerCombo(self.origin, autocvar_g_balance_electro_combo_comboradius, self.realowner);
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
RadiusDamage (self, self.realowner, autocvar_g_balance_electro_combo_damage, autocvar_g_balance_electro_combo_edgedamage, autocvar_g_balance_electro_combo_radius, world, autocvar_g_balance_electro_combo_force, WEP_ELECTRO | HITTYPE_BOUNCE, world); // use THIS type for a combo because primary can't bounce
remove (self);
}
{
if(autocvar_g_balance_electro_lightning)
if(self.BUTTON_ATCK_prev)
- {
- // prolong the animtime while the gun is being fired
- if(self.animstate_startframe == self.anim_shoot_x && self.animstate_numframes == self.anim_shoot_y)
- weapon_thinkf(WFRAME_DONTCHANGE, autocvar_g_balance_electro_primary_animtime, w_ready);
- else
- weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
- }
+ weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_electro_primary_animtime, w_ready);
+
if (weapon_prepareattack(0, (autocvar_g_balance_electro_lightning ? 0 : autocvar_g_balance_electro_primary_refire)))
{
if(autocvar_g_balance_electro_lightning)