From f3c3e749b957f526846ed8011a91cd1e7fb9568c Mon Sep 17 00:00:00 2001 From: Mario Date: Mon, 1 Oct 2018 22:20:28 +1000 Subject: [PATCH] Fix electro combos --- qcsrc/common/weapons/weapon/electro.qc | 10 +--------- 1 file changed, 1 insertion(+), 9 deletions(-) diff --git a/qcsrc/common/weapons/weapon/electro.qc b/qcsrc/common/weapons/weapon/electro.qc index cff7122c0..259fef6d5 100644 --- a/qcsrc/common/weapons/weapon/electro.qc +++ b/qcsrc/common/weapons/weapon/electro.qc @@ -64,7 +64,7 @@ void W_Electro_ExplodeCombo(entity this) NULL, NULL, WEP_CVAR(electro, combo_force), - this.projectiledeathtype | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce + WEP_ELECTRO.m_id | HITTYPE_BOUNCE, // use THIS type for a combo because primary can't bounce this.weaponentity_fld, NULL ); @@ -394,14 +394,6 @@ void W_Electro_Attack_Orb(Weapon thiswep, entity actor, .entity weaponentity) proj.bouncestop = WEP_CVAR_SEC(electro, bouncestop); proj.missile_flags = MIF_SPLASH | MIF_ARC; -#if 0 - entity p2; - p2 = spawn(); - copyentity(proj, p2); - setmodel(p2, MDL_PROJECTILE_ELECTRO); - setsize(p2, proj.mins, proj.maxs); -#endif - CSQCProjectile(proj, true, PROJECTILE_ELECTRO, false); // no culling, it has sound MUTATOR_CALLHOOK(EditProjectile, actor, proj); -- 2.39.2