W_SetupShot(actor, weaponentity, true, 2, pSound, CH_WEAPON_A, pDamage * pShots, deathtype);
- W_MuzzleFlash(actor, weaponentity, EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_RIFLE_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 2000);
if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
{