}
okmachinegun_spread = bound(WEP_CVAR_PRI(okmachinegun, spread_min), WEP_CVAR_PRI(okmachinegun, spread_min) + (WEP_CVAR_PRI(okmachinegun, spread_add) * actor.(weaponentity).misc_bulletcounter), WEP_CVAR_PRI(okmachinegun, spread_max));
- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread, WEP_CVAR_PRI(okmachinegun, solidpenetration), WEP_CVAR_PRI(okmachinegun, damage), 0, WEP_CVAR_PRI(okmachinegun, force), WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE);
+
+ fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir, okmachinegun_spread,
+ WEP_CVAR_PRI(okmachinegun, solidpenetration),
+ WEP_CVAR_PRI(okmachinegun, damage),
+ WEP_CVAR(okmachinegun, damagefalloff_halflife),
+ WEP_CVAR(okmachinegun, damagefalloff_mindist),
+ WEP_CVAR(okmachinegun, damagefalloff_maxdist),
+ 0,
+ WEP_CVAR_PRI(okmachinegun, force),
+ WEP_CVAR(okmachinegun, damagefalloff_forcehalflife),
+ WEP_OVERKILL_MACHINEGUN.m_id, EFFECT_RIFLE, true);
actor.(weaponentity).misc_bulletcounter = actor.(weaponentity).misc_bulletcounter + 1;