- // they seem to touch...
- // TODO make a specific particle effect for this
- pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
+ if(e.projectiledeathtype & HITTYPE_SECONDARY)
+ {
+ if(cvar("g_balance_crylink_secondary_joinexplode"))
+ {
+ n = n / cvar("g_balance_crylink_secondary_shots");
+ RadiusDamage (e, e.realowner, cvar("g_balance_crylink_secondary_joinexplode_damage") * n,
+ cvar("g_balance_crylink_secondary_joinexplode_edgedamage") * n,
+ cvar("g_balance_crylink_secondary_joinexplode_radius") * n, e.realowner,
+ cvar("g_balance_crylink_secondary_joinexplode_force") * n, e.projectiledeathtype, other);
+
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
+ }
+ }
+ else
+ {
+ if(cvar("g_balance_crylink_primary_joinexplode"))
+ {
+ n = n / cvar("g_balance_crylink_primary_shots");
+ RadiusDamage (e, e.realowner, cvar("g_balance_crylink_primary_joinexplode_damage") * n,
+ cvar("g_balance_crylink_primary_joinexplode_edgedamage") * n,
+ cvar("g_balance_crylink_primary_joinexplode_radius") * n, e.realowner,
+ cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
+
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
+ }
+ }