if(lag && bullets > 0)
antilag_restore_all(actor);
- Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
// casing code
if(autocvar_g_casings >= 1)
}
// muzzle flash for 1st person view
+ // TODO: handle on the client
entity flash = spawn();
setmodel(flash, MDL_SHOTGUN_MUZZLEFLASH); // precision set below
setthink(flash, SUB_Remove);