- setmodel(self.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
-
- self.muzzle_flash.scale = 0.75;
- self.muzzle_flash.think = W_MachineGun_MuzzleFlash_Think;
- self.muzzle_flash.nextthink = time + 0.02;
- self.muzzle_flash.frame = 2;
- self.muzzle_flash.alpha = 0.75;
- self.muzzle_flash.angles_z = random() * 180;
- self.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
- self.muzzle_flash.owner = self.muzzle_flash.realowner = self;
+ setmodel(actor.muzzle_flash, MDL_MACHINEGUN_MUZZLEFLASH); // precision set below
+
+ actor.muzzle_flash.scale = 0.75;
+ setthink(actor.muzzle_flash, W_MachineGun_MuzzleFlash_Think);
+ actor.muzzle_flash.nextthink = time + 0.02;
+ actor.muzzle_flash.frame = 2;
+ actor.muzzle_flash.alpha = 0.75;
+ actor.muzzle_flash.angles_z = random() * 180;
+ actor.muzzle_flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
+ actor.muzzle_flash.owner = actor.muzzle_flash.realowner = actor;