up = v_up;
shots = WEP_CVAR_PRI(crylink, shots);
- Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
proj = prevproj = firstproj = NULL;
for(counter = 0; counter < shots; ++counter)
{
up = v_up;
shots = WEP_CVAR_SEC(crylink, shots);
- Send_Effect(EFFECT_CRYLINK_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, shots);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_CRYLINK_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
proj = prevproj = firstproj = NULL;
for(counter = 0; counter < shots; ++counter)
{
}
actor.(weaponentity).crylink_waitrelease = 0;
if(!thiswep.wr_checkammo1(thiswep, actor, weaponentity) && !thiswep.wr_checkammo2(thiswep, actor, weaponentity))
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// ran out of ammo!
actor.cnt = thiswep.m_id;