METHOD(Mortar, wr_impacteffect, void(entity thiswep, entity actor))
{
- pointparticles(EFFECT_GRENADE_EXPLODE, w_org + w_backoff, '0 0 0', 1);
+ vector org2 = w_org + w_backoff * 2;
+ pointparticles(EFFECT_GRENADE_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTN_NORM);
}