else
{
org2 = w_org + w_backoff * 16;
- pointparticles(particleeffectnum(EFFECT_FIREBALL_EXPLODE), org2, '0 0 0', 1);
+ pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(self, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
}