Non-accumulating damagetext
This behavior extends to all weapons, but those damage numbers which are drawn without an origin due to origin being off-screen will accumulate.
With falloff Crylink shows 90 damage with a distorted 9 due to overlapping several other numbers ranging [5, 10], without falloff it shows 10 damage dealt with 6 perfectly overlapping 10s.
With Machinegun it shows 10s which are too many to count, one for each hit, no accumulation.
cl_damagetext cvars from my autoexec:
cl_damagetext_size_max 24 //bigger damage numbers
cl_damagetext_size_min 16 //bigger damage numbers
cl_damagetext_accumulate_alpha_rel 0.83333 //more accumulative damage text
cl_damagetext_accumulate_range 1337 //more accumulative damage text, the max value before a new damage text is created
#324 related?