weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
}
sound (actor, CH_WEAPON_A, SND_UZI_FIRE, VOL_BASE, ATTEN_NORM);
- fireBullet (actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, 0);
+ fireBullet(actor, weaponentity, actor.tur_shotorg, actor.tur_shotdir_updated, actor.shot_spread, 0, actor.shot_dmg, actor.shot_force, DEATH_TURRET_WALK_GUN.m_id, EFFECT_RIFLE_WEAK);
Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, actor.tur_shotorg, actor.tur_shotdir_updated * 1000, 1);
}
}