you can do some hacky workarounds by checking if the projectile has a short lifetime and extrapolating the range of the weapon from that. if its a raycast weapon like in T+T, its a bit harder to check, but any weapons that uses support_raycastingWeapons can have the same approach applied. anything else will be a lot harder.
if you just need it for a select few weapons like dueling melee and the like, you can build in checks for the attacking player’s mounted weapon in minigameCanDamage or something