METHOD(Devastator, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 12;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_ROCKET_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTN_NORM);