WEP_CVAR_PRI(okshotgun, bullets),
WEP_CVAR_PRI(okshotgun, spread),
WEP_CVAR_PRI(okshotgun, solidpenetration),
- WEP_CVAR_PRI(okshotgun, force));
+ WEP_CVAR_PRI(okshotgun, force),
+ EFFECT_RIFLE_WEAK);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, WEP_CVAR_PRI(okshotgun, animtime), w_ready);
return;
}