W_Shotgun_Attack(thiswep, actor, weaponentity, true,
WEP_CVAR_PRI(okshotgun, ammo),
WEP_CVAR_PRI(okshotgun, damage),
+ WEP_CVAR_PRI(okshotgun, damagefalloff_halflife),
+ WEP_CVAR_PRI(okshotgun, damagefalloff_mindist),
+ WEP_CVAR_PRI(okshotgun, damagefalloff_maxdist),
WEP_CVAR_PRI(okshotgun, bullets),
WEP_CVAR_PRI(okshotgun, spread),
WEP_CVAR_PRI(okshotgun, solidpenetration),
WEP_CVAR_PRI(okshotgun, force),
+ WEP_CVAR_PRI(okshotgun, damagefalloff_forcehalflife),
EFFECT_RIFLE_WEAK);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
return;