set g_balance_electro_combo_comboradius 300
set g_balance_electro_combo_comboradius_thruwall 200
set g_balance_electro_combo_damage 50
-set g_balance_electro_combo_damage_interval 0.05
set g_balance_electro_combo_duration 1.5
set g_balance_electro_combo_edgedamage 25
set g_balance_electro_combo_force 0
set g_balance_electro_combo_comboradius 0
set g_balance_electro_combo_comboradius_thruwall 0
set g_balance_electro_combo_damage 80
-set g_balance_electro_combo_damage_interval 0.05
set g_balance_electro_combo_duration 0
set g_balance_electro_combo_edgedamage 0
set g_balance_electro_combo_force 200
set g_balance_electro_combo_comboradius 300
set g_balance_electro_combo_comboradius_thruwall 200
set g_balance_electro_combo_damage 50
-set g_balance_electro_combo_damage_interval 0.05
set g_balance_electro_combo_duration 0
set g_balance_electro_combo_edgedamage 25
set g_balance_electro_combo_force 120
set g_balance_electro_combo_comboradius 275
set g_balance_electro_combo_comboradius_thruwall 200
set g_balance_electro_combo_damage 50
-set g_balance_electro_combo_damage_interval 0.05
set g_balance_electro_combo_duration 0
set g_balance_electro_combo_edgedamage 25
set g_balance_electro_combo_force 120
set g_balance_electro_combo_comboradius 300
set g_balance_electro_combo_comboradius_thruwall 200
set g_balance_electro_combo_damage 50
-set g_balance_electro_combo_damage_interval 0.05
set g_balance_electro_combo_duration 0
set g_balance_electro_combo_edgedamage 25
set g_balance_electro_combo_force 120
return;
}
- this.nextthink = time + this.dmg_interval;
+ this.nextthink = time;
+
+ float damage = this.dmg * PHYS_INPUT_TIMELENGTH;
+ float edgedamage = this.dmg_edge * PHYS_INPUT_TIMELENGTH;
- RadiusDamage(this, this.realowner, this.dmg, this.dmg_edge, this.dmg_radius, NULL, NULL, 0, this.projectiledeathtype, this.weaponentity_fld, NULL);
+ RadiusDamage(this, this.realowner, damage, edgedamage, this.dmg_radius, NULL, NULL, 0, this.projectiledeathtype, this.weaponentity_fld, NULL);
this.projectiledeathtype |= HITTYPE_BOUNCE; // ensure it doesn't spam its effect
}
setthink(this, W_Electro_ExplodeComboThink);
this.nextthink = time;
- this.dmg_interval = WEP_CVAR(electro, combo_damage_interval);
- if(!this.dmg_interval)
- this.dmg_interval = PHYS_INPUT_TIMELENGTH;
- this.dmg = WEP_CVAR(electro, combo_damage) * this.dmg_interval;
- this.dmg_edge = WEP_CVAR(electro, combo_edgedamage) * this.dmg_interval;
+ 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.teleport_time = time;
P(class, prefix, combo_comboradius, float, NONE) \
P(class, prefix, combo_comboradius_thruwall, float, NONE) \
P(class, prefix, combo_damage, float, NONE) \
- P(class, prefix, combo_damage_interval, float, NONE) \
P(class, prefix, combo_duration, float, NONE) \
P(class, prefix, combo_edgedamage, float, NONE) \
P(class, prefix, combo_force, float, NONE) \
.float dmg_radius;
.float dmg_duration;
.float dmg_last;
-.float dmg_interval;
IntrusiveList LimitedElectroBallRubbleList;
.float electro_count;