FireRailgunBullet (self.tur_shotorg, self.tur_shotorg + self.tur_shotdir_updated * MAX_SHOT_DISTANCE, 10000000000,
800, 0, 0, 0, 0, DEATH_TURRET_PLASMA);
- Send_Effect("nex_muzzleflash", self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ Send_Effect(EFFECT_VORTEX_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
// teamcolor / hit beam effect
vector v;
v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
s = strcat("TE_TEI_G3", ((self.team) ? Static_Team_ColorName_Upper(self.team) : ""));
- WarpZone_TrailParticles(world, particleeffectnum(s), self.tur_shotorg, v);
+ WarpZone_TrailParticles(world, _particleeffectnum(s), self.tur_shotorg, v);
if (self.tur_head.frame == 0)
self.tur_head.frame = 1;
entity missile = turret_projectile(W_Sound("hagar_fire"), 1, 0, DEATH_TURRET_PLASMA, PROJECTILE_ELECTRO_BEAM, TRUE, TRUE);
missile.missile_flags = MIF_SPLASH;
- Send_Effect("laser_muzzleflash", self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
+ Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, self.tur_shotorg, self.tur_shotdir_updated * 1000, 1);
if (self.tur_head.frame == 0)
self.tur_head.frame = 1;
}