{
W_DecreaseAmmo(thiswep, actor, ammocount, weaponentity);
- W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, WEP_SHOTGUN.m_id);
+ W_SetupShot(actor, weaponentity, true, 5, SND_SHOTGUN_FIRE, ((isprimary) ? CH_WEAPON_A : CH_WEAPON_SINGLE), damage * bullets, thiswep.m_id);
for(int sc = 0;sc < bullets;sc = sc + 1)
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, WEP_SHOTGUN.m_id, 0);
+ fireBullet(actor, weaponentity, w_shotorg, w_shotdir, spread, solidpenetration, damage, force, thiswep.m_id, 0);
Send_Effect(EFFECT_SHOTGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, ammocount);