thiswep.m_id
);
- W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
proj = new(electro_bolt);
proj.owner = proj.realowner = actor;
w_shotdir = v_forward; // no TrueAim for grenades please
- W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_ELECTRO_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
entity proj = new(electro_orb);
proj.owner = proj.realowner = actor;