W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(okrpc, ammo), weaponentity);
W_SetupShot_ProjectileSize(actor, weaponentity, '-3 -3 -3', '3 3 3', false, 5, SND_ROCKET_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(okrpc, damage), thiswep.m_id);
- Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
PROJECTILE_MAKETRIGGER(missile);
missile.owner = missile.realowner = actor;
CSQCProjectile(missile, true, PROJECTILE_RPC, false);
+ // TODO: move to client
setmodel(flash, MDL_RPC_MUZZLEFLASH); // precision set below
SUB_SetFade (flash, time, 0.1);
flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;