- fireBullet(actor, weaponentity, w_shotorg, w_shotdir, WEP_CVAR(machinegun, sustained_spread), WEP_CVAR(machinegun, solidpenetration), WEP_CVAR(machinegun, sustained_damage), WEP_CVAR(machinegun, sustained_force), deathtype, EFFECT_BULLET);
-
- Send_Effect(EFFECT_MACHINEGUN_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
-
- W_MachineGun_MuzzleFlash(actor, weaponentity);
- W_AttachToShotorg(actor, weaponentity, actor.(weaponentity).muzzle_flash, '5 0 0');
+ fireBullet_falloff(actor, weaponentity, w_shotorg, w_shotdir,
+ WEP_CVAR(machinegun, sustained_spread),
+ WEP_CVAR(machinegun, solidpenetration),
+ WEP_CVAR(machinegun, sustained_damage),
+ WEP_CVAR(machinegun, damagefalloff_halflife),
+ WEP_CVAR(machinegun, damagefalloff_mindist),
+ WEP_CVAR(machinegun, damagefalloff_maxdist),
+ 0,
+ WEP_CVAR(machinegun, sustained_force),
+ WEP_CVAR(machinegun, damagefalloff_forcehalflife),
+ deathtype, EFFECT_BULLET, true);
+
+ W_MuzzleFlash(thiswep, actor, weaponentity, w_shotorg, w_shotdir);