if(WEP_CVAR_SEC(vaporizer, ammo))
W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(vaporizer, ammo), weaponentity);
- BLASTER_SECONDARY_ATTACK(vaporizer, actor, weaponentity);
+ makevectors(actor.v_angle);
+ W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
// now do normal refire
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(vaporizer, animtime), w_ready);
METHOD(Vaporizer, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
if(w_deathtype & HITTYPE_SECONDARY)
{
pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);