set g_balance_electro_primary_force 780
set g_balance_electro_primary_force_up 6000
set g_balance_electro_primary_radius 850
-set g_balance_electro_primary_comboradius 0
+set g_balance_electro_primary_comboradius 50
set g_balance_electro_primary_speed 0
set g_balance_electro_primary_spread 0
set g_balance_electro_primary_lifetime 0
{
local entity proj;
- W_SetupShot_ProjectileSize (self, '0 0 -3', '0 0 -3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
+ W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 2, "weapons/electro_fire2.wav", cvar("g_balance_electro_secondary_damage"));
w_shotdir = v_forward; // no TrueAim for grenades please
pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
proj.movetype = MOVETYPE_BOUNCE;
W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
proj.touch = W_Plasma_Touch;
- setsize(proj, '0 0 -3', '0 0 -3');
+ setsize(proj, '-3 -3 -3', '3 3 3');
proj.takedamage = DAMAGE_YES;
proj.damageforcescale = cvar("g_balance_electro_secondary_damageforcescale");
proj.health = cvar("g_balance_electro_secondary_health");
vector force;
force = angle * cvar("g_balance_electro_primary_force") + trace_ent.velocity * cvar("g_balance_electro_primary_velocityfactor") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+ W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
}
self.angles = '0 0 0';