case PROJECTILE_SHAMBLER_LIGHTNING:
self.mins = '-8 -8 -8';
self.maxs = '8 8 8';
- self.move_movetype = MOVETYPE_BOUNCE;
- self.move_touch = func_null;
self.scale = 2.5;
self.avelocity = randomvec() * 720;
break;
self.takedamage = DAMAGE_NO;
self.movetype = MOVETYPE_NONE;
self.velocity = '0 0 0';
- UpdateCSQCProjectile(self);
if(self.movetype == MOVETYPE_NONE)
self.velocity = self.oldvelocity;
RadiusDamage (self, self.realowner, MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_radius), world, MON_CVAR(shambler, attack_lightning_force), self.projectiledeathtype, other);
- for(head = findradius(self.origin, MON_CVAR(shambler, attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner)
+ for(head = findradius(self.origin, MON_CVAR(shambler, attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
{
te_csqc_lightningarc(self.origin, head.origin);
Damage(head, self, self.realowner, MON_CVAR(shambler, attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');