METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
if(w_deathtype & HITTYPE_SECONDARY)
{
// firemine goes out silently
}
else
{
- org2 = w_org + w_backoff * 16;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
if(!w_issilent)
sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom