spread = spread * WEP_CVAR_PRI(hlac, spread_crouchmod);
W_SetupShot(self, false, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_PRI(hlac, damage));
- pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("laser_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, "weapons/lasergun_fire.wav", CH_WEAPON_A, WEP_CVAR_SEC(hlac, damage));
- pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("laser_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
missile = spawn();
missile.owner = missile.realowner = self;