METHOD(Shotgun, wr_impacteffect, void(entity thiswep))
{
vector org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum(EFFECT_SHOTGUN_IMPACT), org2, w_backoff * 1000, 1);
+ pointparticles(EFFECT_SHOTGUN_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent && time - self.prevric > 0.25)
{
if(w_random < 0.0165)