W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
missile = new(missile);
missile.owner = missile.realowner = actor;
W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
missile = new(missile);
missile.owner = missile.realowner = actor;
shots = actor.(weaponentity).hagar_load;
W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
- Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
forward = v_forward;
right = v_right;