void W_Electro_ExplodeComboThink(entity this)
{
- float dt = time - this.teleport_time + this.dmg_interval;
+ if(time - this.teleport_time > this.dmg_duration)
+ {
+ delete(this);
+ return;
+ }
- RadiusDamage(this, this.realowner, this.dmg, this.dmg_edge, this.dmg_radius, NULL, NULL, this.dmg_force, this.projectiledeathtype, this.weaponentity_fld, NULL);
- this.projectiledeathtype |= HITTYPE_BOUNCE; // ensure it doesn't spam its effect
+ this.nextthink = time + this.dmg_interval;
- if(dt < this.dmg_duration)
- this.nextthink = time + this.dmg_interval; // soon
- else
- delete(this);
+ RadiusDamage(this, this.realowner, this.dmg, this.dmg_edge, this.dmg_radius, NULL, NULL, 0, this.projectiledeathtype, this.weaponentity_fld, NULL);
+ this.projectiledeathtype |= HITTYPE_BOUNCE; // ensure it doesn't spam its effect
}
void W_Electro_ExplodeCombo(entity this)
this.dmg = WEP_CVAR(electro, combo_damage) * this.dmg_interval;
this.dmg_edge = WEP_CVAR(electro, combo_edgedamage) * this.dmg_interval;
this.dmg_radius = WEP_CVAR(electro, combo_radius);
- this.dmg_force = WEP_CVAR(electro, combo_force) * this.dmg_interval;
this.dmg_duration = WEP_CVAR(electro, combo_duration);
this.teleport_time = time;
this.dmg_last = 1;