fireBullet_last_hit = NULL;
}
-void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effects)
+void fireBullet(entity this, .entity weaponentity, vector start, vector dir, float spread, float max_solid_penetration, float damage, float force, float dtype, entity tracer_effect)
{
vector end;
end = start + dir * max_shot_distance;
fireBullet_last_hit = NULL;
- fireBullet_trace_callback_eff = tracer_effects;
+ fireBullet_trace_callback_eff = tracer_effect;
float solid_penetration_left = 1;
float total_damage = 0;