vector s_forward = v_forward * cos(atk_shotangle * DEG2RAD) + v_up * sin(atk_shotangle * DEG2RAD);
W_SetupShot_Dir(self, s_forward, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_B, atk_damage);
- Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
entity missile = spawn();
missile.owner = missile.realowner = self;
{
vector org2;
org2 = w_org + w_backoff * 6;
- pointparticles(particleeffectnum("laser_impact"), org2, w_backoff * 1000, 1);
+ pointparticles(particleeffectnum(EFFECT_BLASTER_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(self, CH_SHOTS, W_Sound("laserimpact"), VOL_BASE, ATTN_NORM); }
return true;
}