actor.vortex_lasthit = damage_goodhits;
//beam and muzzle flash done on client
- W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
+ W_MuzzleFlash(actor, weaponentity, EFFECT_VORTEX_MUZZLEFLASH, MDL_Null, w_shotorg, w_shotdir * 1000);
SendCSQCVortexBeamParticle(charge);
W_DecreaseAmmo(thiswep, actor, myammo, weaponentity);