// loop through nearby orbs and trigger them
while(e)
{
- if(e.classname == "electro_orb" && (WEP_CVAR_PRI(electro, midaircombo_own) || DIFF_TEAM(this.owner, e.owner)))
+ if(e.classname == "electro_orb")
{
- // change owner to whoever caused the combo explosion
- e.realowner = this.realowner;
- e.takedamage = DAMAGE_NO;
- e.classname = "electro_orb_chain";
-
- // explode first orb immediately, other orbs will chain with delay
- W_Electro_ExplodeCombo(e);
+ bool explode;
+ if (this.owner == e.owner)
+ {
+ explode = WEP_CVAR_PRI(electro, midaircombo_own);
+ }
+ else if (SAME_TEAM(this.owner, e.owner))
+ {
+ explode = WEP_CVAR_PRI(electro, midaircombo_teammate);
+ }
+ else
+ {
+ explode = WEP_CVAR_PRI(electro, midaircombo_enemy);
+ }
- ++found;
+ if (explode)
+ {
+ // change owner to whoever caused the combo explosion
+ e.realowner = this.realowner;
+ e.takedamage = DAMAGE_NO;
+ e.classname = "electro_orb_chain";
+
+ // Only first orb explosion uses midaircombo_speed, others use the normal combo_speed.
+ // This allows to avoid the delay on the first explosion which looks better
+ // (the bolt and orb should explode together because they interacted together)
+ // while keeping the chaining delay.
+ setthink(e, W_Electro_ExplodeCombo);
+ e.nextthink =
+ (
+ time
+ +
+ (WEP_CVAR_PRI(electro, midaircombo_speed) ?
+ (vlen(e.WarpZone_findradius_dist) / WEP_CVAR_PRI(electro, midaircombo_speed))
+ :
+ 0
+ )
+ );
+
+
+ ++found;
+ }
}
e = e.chain;
}