vector endpos = ReadVector();
charge = ReadByte() / 255.0;
- pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
+ //pointparticles(EFFECT_VORTEX_MUZZLEFLASH, shotorg, normalize(endpos - shotorg) * 1000, 1);
//draw either the old v2.3 beam or the new beam
charge = sqrt(charge); // divide evenly among trail spacing and alpha
actor.vortex_lasthit = damage_goodhits;
- //beam and muzzle flash done on client
+ //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);
if(fire & 2) // only eat ammo when the button is pressed
{
dt = min(dt, (1 - actor.(weaponentity).vortex_charge) / WEP_CVAR(vortex, charge_rate));
- if(!(actor.items & IT_UNLIMITED_WEAPON_AMMO))
+ if(!(actor.items & IT_UNLIMITED_AMMO))
{
// if this weapon is reloadable, decrease its load. Else decrease the player's ammo
if(autocvar_g_balance_vortex_reload_ammo)