#include "electro.qh"
#ifdef SVQC
+#include <common/effects/qc/_mod.qh>
void W_Electro_TriggerCombo(vector org, float rad, entity own)
{
IL_PUSH(g_projectiles, newproj);
IL_PUSH(g_bot_dodge, newproj);
+ // check if limits are enabled (we can tell by checking if the original orb is listed) and push it to the list if so
+ if(IL_CONTAINS(g_rubble, this))
+ {
+ newproj.creationtime = this.creationtime;
+ IL_PUSH(g_rubble, newproj);
+ }
+
delete(this);
if(to)
proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop);
proj.missile_flags = MIF_SPLASH | MIF_ARC;
+ if(WEP_CVAR_SEC(electro, limit) > 0)
+ {
+ RubbleNew(proj);
+ RubbleLimit("electro_orb", WEP_CVAR_SEC(electro, limit), adaptor_think2use_hittype_splash);
+ }
+
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound
MUTATOR_CALLHOOK(EditProjectile, actor, proj);