else
fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, 0);
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
self.misc_bulletcounter = self.misc_bulletcounter + 1;
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
fireBullet(w_shotorg, w_shotdir, WEP_CVAR(machinegun, burst_speed), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), WEP_MACHINEGUN, 0);
- pointparticles(particleeffectnum("uzi_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
+ Send_Effect("uzi_muzzleflash", w_shotorg, w_shotdir * 1000, 1);
W_MachineGun_MuzzleFlash();
W_AttachToShotorg(self.muzzle_flash, '5 0 0');
}
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
float ammo_amount;
switch(req)
}
#endif
#ifdef CSQC
-float W_MachineGun(float req)
+bool W_MachineGun(int req)
{
switch(req)
{