FireRailgunBullet(actor, weaponentity, w_shotorg, w_shotorg + w_shotdir * max_shot_distance, vaporizer_damage, WEP_CVAR_PRI(vaporizer, force), 0, 0, 0, 0, thiswep.m_id);
// do this now, as goodhits is disabled below
- W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
SendCSQCVaporizerBeamParticle(actor, damage_goodhits);
if(yoda && flying)
W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_CRYLINK_FIRE, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
- W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
while(counter < total)
{
W_SetupShot_ProjectileSize (actor, weaponentity, '0 0 -3', '0 0 -3', false, 2, SND_ELECTRO_FIRE2, CH_WEAPON_A, autocvar_g_rm_laser_damage, WEP_ELECTRO.m_id);
- W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
while(counter < total)
{