public OR_ULT_ChainEffect( iCaster, iTarget, iLineWidth, iDamage, iBodyPart ) { // Make sure we set this user as hit, otherwise we'll hit him again p_data_b[iTarget][PB_LIGHTNINGHIT] = true; // Damage the user WC3_Damage( iTarget, iCaster, iDamage, CSW_LIGHTNING, iBodyPart ); // Create the lightning Create_TE_BEAMENTS( iCaster, iTarget, g_iSprites[SPR_LIGHTNING], 0, 15, 10, iLineWidth, 10, 255, 255, 255, 255, 0 ); // Get the target's origin new vOrigin[3] get_user_origin( iTarget, vOrigin ); // Create an elight on the target Create_TE_ELIGHT( iTarget, vOrigin, 100, 255, 255, 255, 10, 0 ); // Play the lightning sound emit_sound( iCaster, CHAN_STATIC, g_szSounds[SOUND_LIGHTNING], 1.0, ATTN_NORM, 0, PITCH_NORM ); return; }
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