float distance_to_hit = vlen(w_shotorg - attack_hitpos);
entity transform = WarpZone_trace_transform;
- // also do the firing effect now
+ // do the firing effect now
SendCSQCShockwaveParticle(attack_endpos);
+ Damage_DamageInfo(attack_hitpos, autocvar_g_balance_laser_shockwave_splash_damage, autocvar_g_balance_laser_shockwave_splash_edgedamage, autocvar_g_balance_laser_shockwave_splash_radius, w_shotdir * autocvar_g_balance_laser_shockwave_splash_force, WEP_LASER, 0, self);
// splash damage/jumping trace
head = WarpZone_FindRadius(attack_hitpos, max(autocvar_g_balance_laser_shockwave_splash_radius, autocvar_g_balance_laser_shockwave_jump_radius), FALSE);