actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
- W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
-
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+ W_MuzzleFlash(actor, weaponentity, EFFECT_MACHINEGUN_MUZZLEFLASH, MDL_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
if (autocvar_g_casings >= 2) // casing code
{