HWR setDamageFalloff

setDamageFalloff(NewWeaponType, FALLOFF/RANGE, PERCENTAGESTART);

//Bullet damage can be reduced based on distance of bullet travel. Shot damage can be multiplied against how much damage is lost in meters per second over the range of the weapon, beginning at a defined point. The damage falloff starts at the defined point, which is expressed as a percent of the total weapon range (i.e. You can have a weapon that loses damage over the entire lifetime of the bullet or a weapon that does full damage for 80 percent of its travel but does diminishing damage to targets within the last 20 percent of its range.