}
if(n >= 2)
{
+
+ 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, 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);