}
actor.jump_interval = time + WEP_CVAR_SEC(blaster, refire) * W_WeaponRateFactor(actor);
.entity weaponentity = weaponentities[1];
- BLASTER_SECONDARY_ATTACK(blaster, actor, weaponentity);
+ makevectors(actor.v_angle);
+ W_Blaster_Attack(actor, weaponentity, WEP_BLASTER.m_id | HITTYPE_SECONDARY);
}
#endif
METHOD(Blaster, wr_impacteffect, void(entity thiswep, entity actor))
{
- vector org2;
- org2 = w_org + w_backoff * 6;
+ vector org2 = w_org + w_backoff * 2;
pointparticles(EFFECT_BLASTER_IMPACT, org2, w_backoff * 1000, 1);
if(!w_issilent) { sound(actor, CH_SHOTS, SND_LASERIMPACT, VOL_BASE, ATTN_NORM); }
}