set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 5
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 0
set g_balance_electro_secondary_count 1
set g_balance_electro_secondary_bouncefactor 0.5
set g_balance_electro_secondary_bouncestop 0.075
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 10
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 0
set g_balance_electro_secondary_count 3
set g_balance_electro_secondary_bouncefactor 0.5
set g_balance_electro_secondary_bouncestop 0.075
set g_balance_hook_secondary_animtime 0.2 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 10
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 0
set g_balance_electro_secondary_count 3
set g_balance_electro_secondary_bouncefactor 0.5
set g_balance_electro_secondary_bouncestop 0.075
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 5
set g_balance_electro_secondary_damageforcescale 4
+set g_balance_electro_secondary_damagedbycontents 1
set g_balance_electro_secondary_count 3
set g_balance_electro_secondary_bouncefactor 0.4
set g_balance_electro_secondary_bouncestop 0.05
set g_balance_hook_secondary_edgedamage 5 // not much
set g_balance_hook_secondary_radius 500 // LOTS
set g_balance_hook_secondary_force -2000 // LOTS
-set g_balance_hook_secondary_ammo 50 // a whole pack
+set g_balance_hook_secondary_ammo 30 // a whole pack
set g_balance_hook_secondary_lifetime 5 // infinite
set g_balance_hook_secondary_speed 0 // not much throwing
set g_balance_hook_secondary_gravity 5 // fast falling
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 15
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac // TO BE REMOVED
set g_balance_hlac_primary_spread_min 0.01
set g_balance_electro_secondary_ammo 2
set g_balance_electro_secondary_health 10
set g_balance_electro_secondary_damageforcescale 2
+set g_balance_electro_secondary_damagedbycontents 0
set g_balance_electro_secondary_count 3
set g_balance_electro_secondary_bouncefactor 0.5
set g_balance_electro_secondary_bouncestop 0.075
set g_balance_hook_secondary_animtime 0.3 // good shoot anim
set g_balance_hook_secondary_power 3 // effect behaves like a square function
set g_balance_hook_secondary_duration 1.5 // effect runs for three seconds
+set g_balance_hook_secondary_health 0
+set g_balance_hook_secondary_damageforcescale 0
// }}}
// {{{ hlac
set g_balance_hlac_primary_spread_min 0.01
float autocvar_g_balance_electro_secondary_count;
float autocvar_g_balance_electro_secondary_damage;
float autocvar_g_balance_electro_secondary_damageforcescale;
+float autocvar_g_balance_electro_secondary_damagedbycontents;
float autocvar_g_balance_electro_secondary_edgedamage;
float autocvar_g_balance_electro_secondary_force;
float autocvar_g_balance_electro_secondary_health;
proj.health = autocvar_g_balance_electro_secondary_health;
proj.event_damage = W_Plasma_Damage;
proj.flags = FL_PROJECTILE;
+ proj.damagedbycontents = (autocvar_g_balance_electro_secondary_damagedbycontents);
proj.bouncefactor = autocvar_g_balance_electro_secondary_bouncefactor;
proj.bouncestop = autocvar_g_balance_electro_secondary_bouncestop;