spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
- Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
if(!autocvar_g_norecoil)
{
self.punchangle_x = random() - 0.5;
spread = spread * WEP_CVAR_SEC(hlac, spread_crouchmod);
W_SetupShot(self, false, 3, W_Sound("lasergun_fire"), CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
- Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect(EFFECT_BLASTER_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
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);