.float ltime2;
void W_Electro_ExplodeComboThink(entity this)
{
- if(time >= this.ltime)
- {
- delete(this);
- return;
- }
-
this.nextthink = time;
float damage = WEP_CVAR(WEP_ELECTRO, combo_damage) * PHYS_INPUT_TIMELENGTH;
else
this.ltime2 += ExplodeOverTime_eff_interval;
}
+
+ if(time >= this.ltime)
+ this.projectiledeathtype &= ~HITTYPE_SPAM;
+
RadiusDamage(this, this.realowner, damage, edgedamage, WEP_CVAR(WEP_ELECTRO, combo_radius), NULL, NULL, 0, this.projectiledeathtype, this.weaponentity_fld, NULL);
this.projectiledeathtype |= HITTYPE_SPAM; // ensure it doesn't spam its effect
+
+ if(time >= this.ltime)
+ {
+ delete(this);
+ return;
+ }
}
void W_Electro_Orb_ExplodeOverTime(entity this)