W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
- Send_Effect("rifle_muzzleflash", w_shotorg, w_shotdir * 2000, 1);
+ Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
if(self.BUTTON_ZOOM | self.BUTTON_ZOOMSCRIPT) // if zoomed, shoot from the eye
{
{
vector org2;
org2 = w_org + w_backoff * 2;
- pointparticles(particleeffectnum("machinegun_impact"), org2, w_backoff * 1000, 1);
+ pointparticles(particleeffectnum(EFFECT_RIFLE_IMPACT), org2, w_backoff * 1000, 1);
if(!w_issilent)
{
if(w_random < 0.2)