if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_primary_ammo");
- W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_primary_damage"));
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_primary_damage"));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
self.ammo_rockets = self.ammo_rockets - cvar("g_balance_hagar_secondary_ammo");
- W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", cvar("g_balance_hagar_secondary_damage"));
- //W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav"); // TODO: move model a little to the right
+ W_SetupShot (self, FALSE, 2, "weapons/hagar_fire.wav", CHAN_WEAPON, cvar("g_balance_hagar_secondary_damage"));
pointparticles(particleeffectnum("hagar_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);