W_Electro_TriggerCombo(this.origin, WEP_CVAR(electro, combo_comboradius), this.realowner);
this.event_damage = func_null;
- this.velocity = this.movedir; // particle fx and decals need .velocity
+ this.velocity = this.movedir; // .velocity must be != '0 0 0' for particle fx and decal to work
+ if(WEP_CVAR(electro, combo_duration))
+ {
+ this.projectiledeathtype = WEP_ELECTRO.m_id | HITTYPE_SPLASH;
+ this.event_damage = func_null;
+ settouch(this, func_null);
+ this.effects |= EF_NODRAW;
+
+ 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_force = WEP_CVAR(electro, combo_force);
+ this.dmg_power = WEP_CVAR(electro, combo_power);
+ this.dmg_duration = WEP_CVAR(electro, combo_duration);
+ this.dmg_interval = WEP_CVAR(electro, combo_damage_interval);
+ this.dmg_linear = WEP_CVAR(electro, combo_damage_linear);
+ this.teleport_time = time;
+ this.dmg_last = 1;
+ set_movetype(this, MOVETYPE_NONE);
+ return;
+ }
+
RadiusDamage(
this,
this.realowner,