Melee Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
meleeaidist1 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeaidist2 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeaiskew1 <value> determines 'added stupidity' for each weapon for AI counterparts variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeaiskew2 <value> determines 'added stupidity' for each weapon for AI counterparts variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeammoadd <value> the amount added when picking up the weapon or reloading it variable 1 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeammomax <value> the maximum amount the clip of this weapon can hold, can never be higher than default variable 1 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeammosub1 <value> the amount taken from the clip for each firing action, set to zero for unlimited ammo variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeammosub2 <value> the amount taken from the clip for each firing action, set to zero for unlimited ammo variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeclipoffset <#undocumented#> #undocumented# float variable 0.25 0.0..0.5 IDF_PERSIST IDF_COMPLETE
meleecliprotate <#undocumented#> #undocumented# variable 12 0..7 IDF_PERSIST IDF_COMPLETE
meleeclipskew <#undocumented#> #undocumented# float variable 0.75 0.0..10.0 IDF_PERSIST IDF_COMPLETE
meleecliptex <#undocumented#> #undocumented# string variable <grey>textures/weapons/clips/melee n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
meleecollide1 <sum> determines collision properties for a projectile from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256 variable 17 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleecollide2 <sum> determines collision properties for a projectile from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256 variable 17 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleecolour <colour> determines the weapon main colour; affects the light around the weapon, the ammo and the icon in the weaponlist variable 0x606060 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleecooked1 <value> determines cooking style for a projectile, &1 = more damage, &2 = less damage, &4 = longer lifetime, &8 = shorter lifetime, &16 = faster speed, &32 = slower speed, &64 = extra rays, &128 = zoom view variable 0 0..255 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleecooked2 <value> determines cooking style for a projectile, &1 = more damage, &2 = less damage, &4 = longer lifetime, &8 = shorter lifetime, &16 = faster speed, &32 = slower speed, &64 = extra rays, &128 = zoom view variable 0 0..255 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleecooktime1 <value> when more than zero, determines that the weapon can be 'cooked' this long before firing variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleecooktime2 <value> when more than zero, determines that the weapon can be 'cooked' this long before firing variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleecrosshairtex <#undocumented#> #undocumented# string variable crosshairs/triangle-02 n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
meleedamage1 <value> the amount of damage a projectile from each firing action does variable 30 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamage2 <value> the amount of damage a projectile from each firing action does variable 40 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagehead1 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagehead2 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagelegs2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagepenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagepenalty2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagetorso1 <value> determines the multiplier of damage for torso shots float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagetorso2 <value> determines the multiplier of damage for torso shots float variable 0.75 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedelayattack1 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedelayattack2 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 1000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedelayreload <milliseconds> the time it takes for the weapon to reload one 'add' unit variable 50 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedisabled <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedrill1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleedrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeelasticity1 <value> multiplier of velocity for a projectile of each firing action when doing a bounce event float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeelasticity2 <value> multiplier of velocity for a projectile of each firing action when doing a bounce event float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeescapedelay1 <milliseconds> when more than zero, projectiles from this weapon will not be able to hurt its owner for this long variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeescapedelay2 <milliseconds> when more than zero, projectiles from this weapon will not be able to hurt its owner for this long variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeexplcol1 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xFFFFFFFF 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeexplcol2 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xFFFFFFFF 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeexplode1 <value> determines the explosion radius for a particle of this firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeexplode2 <value> determines the explosion radius for a particle of this firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeextinguish1 <value> determines if a projectile from each firing action is extinguished by water variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeextinguish2 <value> determines if a projectile from each firing action is extinguished by water variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakcollide1 <sum> determines collision properties for flak of this type from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256 variable 21 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakcollide2 <sum> determines collision properties for flak of this type from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256 variable 21 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamage1 <value> flak of this type deals this much damage variable 30 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamage2 <value> flak of this type deals this much damage variable 40 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagehead1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagehead2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagelegs2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagepenalty1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagepenalty2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagetorso1 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagetorso2 <#undocumented#> #undocumented# float variable 0.75 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdrill1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakdrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakelasticity1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakelasticity2 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakexplcol1 <colour> determines the colour of the explosion of flak of this type variable 0xFFFFFFFF 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeflakexplcol2 <colour> determines the colour of the explosion of flak of this type variable 0xFFFFFFFF 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeflakexplode1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakexplode2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakextinguish1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakextinguish2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakguided1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakguided2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakguideddelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakguideddelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakhitpush1 <#undocumented#> #undocumented# float variable 100.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakhitpush2 <#undocumented#> #undocumented# float variable 200.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakinteracts1 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakinteracts2 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflaklightcol1 <#undocumented#> #undocumented# variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeflaklightcol2 <#undocumented#> #undocumented# variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeflakliquidcoast1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakliquidcoast2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobitheadless1 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobitheadless2 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobitobliterated1 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobitobliterated2 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobitsuicide1 <#undocumented#> #undocumented# string variable hit themself n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobitsuicide2 <#undocumented#> #undocumented# string variable hit themself n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobituary1 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakobituary2 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartcol1 <colour> determines the colour of flak of this type variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeflakpartcol2 <colour> determines the colour of flak of this type variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleeflakpartfade1 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartfade2 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartlen1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartlen2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartsize1 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakpartsize2 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakparttype1 <#undocumented#> #undocumented# variable 0 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakparttype2 <#undocumented#> #undocumented# variable 0 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakradial1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakradial2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakradius1 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakradius2 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakreflectivity1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakreflectivity2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakresidual1 <sum> determines the residual effects for flak of this type from each firing action (bitwise OR); 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakresidual2 <sum> determines the residual effects for flak of this type from each firing action (bitwise OR); 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstun2 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstunfall1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstunfall2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstunscale1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstunscale2 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstuntime1 <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakstuntime2 <#undocumented#> #undocumented# variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflaktaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflaktaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflaktaperin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflaktaperin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflaktaperout1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflaktaperout2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakwavepush1 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakwavepush2 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakweight1 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeflakweight2 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragjump1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragjump2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragoffset1 <value> flak created by this firing action is offset by this distance if it impacts a player before being created float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragoffset2 <value> flak created by this firing action is offset by this distance if it impacts a player before being created float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragrays1 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragrays2 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragrel1 <value> flak created by this firing action retains this much of its parent relative momentum float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragrel2 <value> flak created by this firing action retains this much of its parent relative momentum float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragscale1 <value> flak created by this firing action is scaled by this much float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragscale2 <value> flak created by this firing action is scaled by this much float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragskew1 <value> flak created by this firing action spreads its direction randomly by this much when it impacts a player float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragskew2 <value> flak created by this firing action spreads its direction randomly by this much when it impacts a player float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspeed1 <value> flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel) variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspeed2 <value> flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel) variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspread1 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragspread2 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragtime1 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragtime2 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragtimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragtimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragtimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragtimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragweap1 <value> when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+11 = alt fire for the weapon) variable -1 -1..23 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefragweap2 <value> when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+11 = alt fire for the weapon) variable -1 -1..23 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefrequency <value> determines the multiplier of itemspawntime in which items of this type respawn in float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefullauto1 <bool> determines if each firing action is fully automatic (click-and-hold) or not (click-and-click) variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleefullauto2 <bool> determines if each firing action is fully automatic (click-and-hold) or not (click-and-click) variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeguided1 <value> determines guided style for a projectile, 0 = off, 1 = follow crosshair direction, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target), 6 = direct toward first crosshair direction variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeguided2 <value> determines guided style for a projectile, 0 = off, 1 = follow crosshair direction, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target), 6 = direct toward first crosshair direction variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeguideddelay1 <milliseconds> when more than zero, projectiles from this weapon will delay guided settings by this long variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeguideddelay2 <milliseconds> when more than zero, projectiles from this weapon will delay guided settings by this long variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleehithairtex <#undocumented#> #undocumented# string variable crosshairs/triangle-02-hit n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
meleehitpush1 <value> determines the amount of pushback from getting hit by this shot float variable 100.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleehitpush2 <value> determines the amount of pushback from getting hit by this shot float variable 200.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleehitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleehitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeinteracts1 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeinteracts2 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleekickpush1 <value> determines the amount of pushback from shooting each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleekickpush2 <value> determines the amount of pushback from shooting each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleelaser <value> determines if this weapon has a laser pointer which is projected to the point where the player is aiming variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleelightcol1 <#undocumented#> #undocumented# variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleelightcol2 <#undocumented#> #undocumented# variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleelightpersist <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleelightradius <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeliquidcoast1 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeliquidcoast2 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleemodes <sum> determines the modes in which this weapon is allowed or disallowed; conveniently set as a sum of $modebit* vars, positive sum: allow this weapon if one of the declared modes is selected, negative sum: disallow this weapon if one if the declared modes is selected variable 0 -127..127 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleemuts <sum> determines the mutators in which this weapon is allowed or disallowed; conveniently set as a sum of $mutsbit* vars, positive sum: allow this weapon if one of the declared mutators is selected, negative sum: disallow this weapon if one of the declared mutators is selected variable 0 -131071..131071 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleename <#undocumented#> #undocumented# string variable melee n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobitheadless1 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobitheadless2 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobitobliterated1 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobitobliterated2 <#undocumented#> #undocumented# string variable given kung-fu lessons n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobitsuicide1 <#undocumented#> #undocumented# string variable hit themself n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobitsuicide2 <#undocumented#> #undocumented# string variable hit themself n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobituary1 <#undocumented#> #undocumented# string variable punched n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeobituary2 <#undocumented#> #undocumented# string variable kicked n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartcol1 <colour> determines the colour of a projectile from this weapon variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleepartcol2 <colour> determines the colour of a projectile from this weapon variable 0xEEEE22 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
meleepartfade1 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartfade2 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartlen1 <value> determines the maximum tape particle length of a projectile from each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartlen2 <value> determines the maximum tape particle length of a projectile from each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartsize1 <value> determines the maximum particle size of a projectile from each firing action float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleepartsize2 <value> determines the maximum particle size of a projectile from each firing action float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeparttype1 <value> determines the type of projectiles this weapon shoots variable 0 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeparttype2 <value> determines the type of projectiles this weapon shoots variable 0 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeradial1 <milliseconds> determines the time between ticks of "continuous" radial damage, starts counting from first "radiation" variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeradial2 <milliseconds> determines the time between ticks of "continuous" radial damage, starts counting from first "radiation" variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeradius1 <value> determines the size for a projectile of each firing action float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeradius2 <value> determines the size for a projectile of each firing action float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleerays1 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleerays2 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleereflectivity1 <angle> guard angle for a projectile of each firing action when doing a bounce event float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleereflectivity2 <angle> guard angle for a projectile of each firing action when doing a bounce event float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleerelativity1 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleerelativity2 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeresidual1 <sum> determines the residual effects of a projectile from each firing action (bitwise OR); 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeresidual2 <sum> determines the residual effects of a projectile from each firing action (bitwise OR); 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeresidualundo1 <bits> determines if a projectile from each firing action will extinguish a residual effect; 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeresidualundo2 <bits> determines if a projectile from each firing action will extinguish a residual effect; 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeed1 <value> the speed of a projectile from each firing action variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeed2 <value> the speed of a projectile from each firing action variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeedlimit1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeedlimit2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeedmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespeedmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespread1 <value> determines the amount a projectile from each firing action skews off-center float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespread2 <value> determines the amount a projectile from each firing action skews off-center float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespreadmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespreadmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespreadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespreadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespreadz1 <value> when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleespreadz2 <value> when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestun2 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestunfall1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestunfall2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestunscale1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestunscale2 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestuntime1 <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleestuntime2 <#undocumented#> #undocumented# variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetaperin1 <value> determines the fraction of the lifetime from the start until the projectile reaches its full size float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetaperin2 <value> determines the fraction of the lifetime from the start until the projectile reaches its full size float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetaperout1 <value> determines the fraction of the lifetime from the end where the projectile size "fades out" float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetaperout2 <value> determines the fraction of the lifetime from the end where the projectile size "fades out" float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetex <#undocumented#> #undocumented# string variable <grey>textures/weapons/melee n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
meleetime1 <milliseconds> the maximum lifetime of a projectile for each firing action variable 100 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetime2 <milliseconds> the maximum lifetime of a projectile for each firing action variable 350 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetrace1 <value> determines the multiplier of length to apply to traced weapons float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleetrace2 <value> determines the multiplier of length to apply to traced weapons float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleevisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleevisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleevistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleevistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleewavepush1 <value> determines the multiplier of explode radius this weapon pushes in float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleewavepush2 <value> determines the multiplier of explode radius this weapon pushes in float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeweight1 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
meleeweight2 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT