METHOD(OverkillHeavyMachineGun, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 2;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_MACHINEGUN_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTEN_NORM);