actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;
- Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);
if(autocvar_g_casings >= 2) // casing code
{
FOREACH_CLIENT(true, LAMBDA(
if (it == actor || (IS_SPEC(it) && it.enemy == actor))
{
- wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, g_weaponratefactor, true);
+ wframe_send(it, actor.(weaponentity), WFRAME_FIRE2, autocvar_g_weaponratefactor, true);
}
));
animdecide_setaction(actor, ANIMACTION_SHOOT, true);