actor.vortex_lasthit = damage_goodhits;
- //beam and muzzle flash done on client
- W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+ //beam done on client
+ vector v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, normalize(v - w_shotorg));
SendCSQCVortexBeamParticle(charge);
W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);