void W_Electro_Explode(entity this, entity directhitentity)
{
- if(directhitentity.takedamage == DAMAGE_AIM)
+ /*if(directhitentity.takedamage == DAMAGE_AIM)
if(IS_PLAYER(directhitentity))
if(DIFF_TEAM(this.realowner, directhitentity))
if(!IS_DEAD(directhitentity))
- if(IsFlying(directhitentity))
- Send_Notification(NOTIF_ONE, this.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_ELECTROBITCH);
-
+ if(IsFlying(directhitentity)) {
+ Give_Medal(this.realowner, ELECTROBITCH);
+ }
+ */
+
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work