Make weapons using blaster as secondary attack load settings from blaster
See merge request xonotic/xonotic-data.pk3dir!1282
void W_Electro_ExplodeCombo(entity this)
{
- W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
+ W_Electro_TriggerCombo(this.origin, WEP_CVAR(WEP_ELECTRO, combo_comboradius), this.realowner);
this.event_damage = func_null;
- this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
+ if (!this.velocity)
+ this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
RadiusDamage(
this,