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
+ W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
SendCSQCVortexBeamParticle(charge);
W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);