W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
this.event_damage = func_null;
+ this.velocity = this.movedir; // particle fx and decals need .velocity
RadiusDamage(
this,
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
+ this.velocity = this.movedir; // particle fx and decals need .velocity
if(this.move_movetype == MOVETYPE_BOUNCE || this.classname == "electro_orb") // TODO: classname is more reliable anyway?
{
}
-void sys_phys_update_single(entity this);
+//void sys_phys_update_single(entity this);
void W_Electro_Bolt_Think(entity this)
{
setsize(newproj, this.mins, this.maxs);
newproj.angles = vectoangles(-trace_plane_normal); // face against the surface
+ newproj.movedir = -trace_plane_normal;
+
newproj.takedamage = this.takedamage;
newproj.damageforcescale = this.damageforcescale;
SetResourceExplicit(newproj, RES_HEALTH, GetResource(this, RES_HEALTH));