if(self.crouch)
spread = spread * autocvar_g_balance_hlac_primary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_primary_damage);
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_primary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
if (!g_norecoil)
{
if(self.crouch)
spread = spread * autocvar_g_balance_hlac_secondary_spread_crouchmod;
- W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CHAN_WEAPON, autocvar_g_balance_hlac_secondary_damage);
+ W_SetupShot (self, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_A, autocvar_g_balance_hlac_secondary_damage);
pointparticles(particleeffectnum("laser_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
missile = spawn ();