NULL,
WEP_CVAR(electro, combo_force),
WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce
+ this.weaponentity_fld,
NULL
);
NULL,
WEP_CVAR_SEC(electro, force),
this.projectiledeathtype,
+ this.weaponentity_fld,
directhitentity
);
}
NULL,
WEP_CVAR_PRI(electro, force),
this.projectiledeathtype,
+ this.weaponentity_fld,
directhitentity
);
}
proj.ltime = time + WEP_CVAR_PRI(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id;
+ proj.weaponentity_fld = weaponentity;
setorigin(proj, w_shotorg);
// if (IS_CSQC)
set_movetype(newproj, MOVETYPE_NONE); // lock the orb in place
newproj.projectiledeathtype = this.projectiledeathtype;
+ newproj.weaponentity_fld = this.weaponentity_fld;
settouch(newproj, func_null);
setthink(newproj, getthink(this));
}
}
-void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Electro_Orb_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
if(this.health <= 0)
return;
proj.nextthink = time + WEP_CVAR_SEC(electro, lifetime);
PROJECTILE_MAKETRIGGER(proj);
proj.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SECONDARY;
+ proj.weaponentity_fld = weaponentity;
setorigin(proj, w_shotorg);
//proj.glow_size = 50;