if (!this.velocity)
this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
- if(WEP_CVAR(electro, combo_duration))
+ if(WEP_CVAR(WEP_ELECTRO, combo_duration))
{
this.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_BOUNCE; // use THIS type for a combo because primary can't bounce
this.event_damage = func_null;
setthink(this, W_Electro_ExplodeComboThink);
this.nextthink = time;
- this.dmg = WEP_CVAR(electro, combo_damage);
- this.dmg_edge = WEP_CVAR(electro, combo_edgedamage);
- this.dmg_radius = WEP_CVAR(electro, combo_radius);
- this.dmg_duration = WEP_CVAR(electro, combo_duration);
+ this.dmg = WEP_CVAR(WEP_ELECTRO, combo_damage);
+ this.dmg_edge = WEP_CVAR(WEP_ELECTRO, combo_edgedamage);
+ this.dmg_radius = WEP_CVAR(WEP_ELECTRO, combo_radius);
+ this.dmg_duration = WEP_CVAR(WEP_ELECTRO, combo_duration);
this.teleport_time = time;
set_movetype(this, MOVETYPE_NONE);