vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
W_SetupShot_Dir(self, s_forward, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, atk_damage);
- pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
entity missile = spawn();
missile.owner = missile.realowner = self;