W_SetupShot(actor, weaponentity, false, 2, SND_LASERGUN_FIRE, CH_WEAPON_A, WEP_CVAR(arc, bolt_damage), WEP_ARC.m_id | HITTYPE_SECONDARY);
- W_MuzzleFlash(actor, weaponentity, EFFECT_ARC_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_ARC_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir);
missile = new(missile);
missile.owner = missile.realowner = actor;