vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
W_SetupShot_Dir(actor, weaponentity, s_forward, false, 3, SND_LASERGUN_FIRE, CH_WEAPON_B, atk_damage, atk_deathtype);
- W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_BLASTER_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
entity missile = new(blasterbolt);
missile.owner = missile.realowner = actor;