w_cvar(WEP_ELECTRO, electro, MO_SEC, count) \
w_cvar(WEP_ELECTRO, electro, MO_SEC, damageforcescale) \
w_cvar(WEP_ELECTRO, electro, MO_SEC, damagedbycontents) \
- w_cvar(WEP_ELECTRO, electro, MO_SEC, takedamageexplode) \
w_cvar(WEP_ELECTRO, electro, MO_SEC, health) \
w_cvar(WEP_ELECTRO, electro, MO_SEC, refire2) \
w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_up) \
w_cvar(WEP_ELECTRO, electro, MO_SEC, speed_z) \
+ w_cvar(WEP_ELECTRO, electro, MO_SEC, touchexplode) \
w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius) \
w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_comboradius_thruwall) \
w_cvar(WEP_ELECTRO, electro, MO_NONE, combo_damage) \
{
PROJECTILE_TOUCH;
if(other.takedamage == DAMAGE_AIM)
- { if(WEP_CVAR_SEC(electro, takedamageexplode)) { W_Plasma_Explode(); } }
+ { if(WEP_CVAR_SEC(electro, touchexplode)) { W_Plasma_Explode(); } }
else
{
//UpdateCSQCProjectile(self);