if(lag && bullets > 0)
antilag_restore_all(actor);
- W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, MDL_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir);
// casing code
if(autocvar_g_casings >= 1)