// effectname
effectnum = _particleeffectnum(argv(1));
W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0);
// effectname
effectnum = _particleeffectnum(argv(1));
W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0);