pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);
pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);