- 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, world,
- cvar("g_balance_crylink_primary_joinexplode_force") * n, e.projectiledeathtype, other);
- }
- }
-
- // they seem to touch...
- // TODO make a specific particle effect for this
- pointparticles(particleeffectnum("crylink_linkjoin"), self.origin, '0 0 0', 1);
+ n = n / autocvar_g_balance_crylink_primary_shots;
+ RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n,
+ autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n,
+ autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner,
+ autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other);
+
+ pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n);
+ }
+ }