Pistol Vars

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Name & Parameters

Description

Type

Default Value

Range

Identifier Flags

pistoladd <value>

the amount added when picking up the weapon or reloading it

variable

10

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolaidist1 <distance>

determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges

float variable

256.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolaidist2 <distance>

determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges

float variable

256.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolaiskew1 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolaiskew2 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolattackdelay1 <milliseconds>

the time it takes after each firing action for the weapon to be ready again

variable

100

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolattackdelay2 <milliseconds>

the time it takes after each firing action for the weapon to be ready again

variable

200

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolcarried <#undocumented#>

#undocumented#

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolclipoffset <#undocumented#>

#undocumented#

float variable

0.1

0.0..0.5

IDF_PERSIST IDF_COMPLETE

pistolcliprotate <#undocumented#>

#undocumented#

variable

12

0..15

IDF_PERSIST IDF_COMPLETE

pistolclipskew <#undocumented#>

#undocumented#

float variable

0.75

0.0..10.0

IDF_PERSIST IDF_COMPLETE

pistolcliptex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/clips/pistol

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

pistolcollide1 <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

61

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolcollide2 <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

61

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolcolour <#undocumented#>

#undocumented#

variable

0xC0C0C0

0x000000..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolcooked1 <value>

determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolcooked2 <value>

determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolcrosshairtex <#undocumented#>

#undocumented#

string variable

crosshairs/cross-01

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

pistoldamage1 <value>

the amount of damage a projectile from each firing action does

variable

25

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoldamage2 <value>

the amount of damage a projectile from each firing action does

variable

40

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoldelta1 <value>

determines the amount by which each firing action is guided

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoldelta2 <value>

determines the amount by which each firing action is guided

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoldrill1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoldrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolelasticity1 <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

pistolelasticity2 <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

pistolescapedelay1 <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

pistolescapedelay2 <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

pistolexplcol1 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolexplcol2 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolexplode1 <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

pistolexplode2 <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

pistolextinguish1 <value>

determines if a projectile from each firing action is extinguished by water

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolextinguish2 <value>

determines if a projectile from each firing action is extinguished by water

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakcollide1 <#undocumented#>

#undocumented#

variable

61

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakcollide2 <#undocumented#>

#undocumented#

variable

61

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakdamage1 <value>

flak of this type deals this much damage

variable

25

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakdamage2 <value>

flak of this type deals this much damage

variable

40

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakdelta1 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakdelta2 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakdrill1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakdrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakelasticity1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakelasticity2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakexplcol1 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolflakexplcol2 <#undocumented#>

#undocumented#

variable

0xFFFFFFFF

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolflakexplode1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakexplode2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakextinguish1 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakextinguish2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakguided1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakguided2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakguideddelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakguideddelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakhitpush1 <#undocumented#>

#undocumented#

float variable

35.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakhitpush2 <#undocumented#>

#undocumented#

float variable

75.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakinteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakinteracts2 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaklegdamage1 <#undocumented#>

#undocumented#

float variable

0.325

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaklegdamage2 <#undocumented#>

#undocumented#

float variable

0.325

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakminspeed1 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakminspeed2 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakpartcol1 <#undocumented#>

#undocumented#

variable

0x666611

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolflakpartcol2 <#undocumented#>

#undocumented#

variable

0x666611

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolflakpartlen1 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakpartlen2 <#undocumented#>

#undocumented#

float variable

15.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakpartsize1 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakpartsize2 <#undocumented#>

#undocumented#

float variable

2.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakparttype1 <#undocumented#>

#undocumented#

variable

1

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakparttype2 <#undocumented#>

#undocumented#

variable

1

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakradial1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakradial2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakradius1 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakradius2 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakreflectivity1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakreflectivity2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakresidual1 <#undocumented#>

#undocumented#

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakresidual2 <#undocumented#>

#undocumented#

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakselfdamage1 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakselfdamage2 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakstunscale1 <#undocumented#>

#undocumented#

float variable

0.25

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakstunscale2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakstuntime1 <#undocumented#>

#undocumented#

variable

25

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakstuntime2 <#undocumented#>

#undocumented#

variable

50

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktaperin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktaperin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktaperout1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktaperout2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktorsodamage1 <#undocumented#>

#undocumented#

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflaktorsodamage2 <#undocumented#>

#undocumented#

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakwaterfric1 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakwaterfric2 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakwavepush1 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakwavepush2 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakweight1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakweight2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolflakwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragjump1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragjump2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragoffset1 <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

pistolfragoffset2 <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

pistolfragrays1 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragrays2 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragrel1 <value>

flak created by this firing action retains this much of its parent relative momentum

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragrel2 <value>

flak created by this firing action retains this much of its parent relative momentum

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragscale1 <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

pistolfragscale2 <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

pistolfragskew1 <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

pistolfragskew2 <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

pistolfragspeed1 <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

pistolfragspeed2 <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

pistolfragspread1 <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

pistolfragspread2 <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

pistolfragtime1 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragtime2 <milliseconds>

flak projectiles from this weapon last this long

variable

500

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragweap1 <value>

when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)

variable

-1

-1..21

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfragweap2 <value>

when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)

variable

-1

-1..21

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfrequency <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

pistolfullauto1 <bool>

determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolfullauto2 <bool>

determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolguided1 <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

pistolguided2 <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

pistolguideddelay1 <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

pistolguideddelay2 <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

pistolheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolhithairtex <#undocumented#>

#undocumented#

string variable

crosshairs/cross-01-hit

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

pistolhitpush1 <value>

multiplier of damage for a projectile or explosion of each firing action impacting a player

float variable

35.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolhitpush2 <value>

multiplier of damage for a projectile or explosion of each firing action impacting a player

float variable

75.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolinteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolinteracts2 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolkickpush1 <value>

determines the amount of pushback from shooting each firing action

float variable

4.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolkickpush2 <value>

determines the amount of pushback from shooting each firing action

float variable

8.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistollaser <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

pistollegdamage1 <value>

determines the multiplier of damage for leg shots

float variable

0.325

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistollegdamage2 <value>

determines the multiplier of damage for leg shots

float variable

0.325

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistollimspeed1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistollimspeed2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolmax <value>

the maximum amount the clip of this weapon can hold, can never be higher than default

variable

10

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolminspeed1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolminspeed2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolmodes <#undocumented#>

#undocumented#

variable

-64

-255..255

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolmuts <#undocumented#>

#undocumented#

variable

-56

-131071..131071

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolname <#undocumented#>

#undocumented#

string variable

pistol

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolpartcol1 <#undocumented#>

#undocumented#

variable

0x666611

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolpartcol2 <#undocumented#>

#undocumented#

variable

0x666611

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

pistolpartlen1 <value>

determines the maximum tape particle length of a projectile from each firing action

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolpartlen2 <value>

determines the maximum tape particle length of a projectile from each firing action

float variable

15.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolpartsize1 <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

pistolpartsize2 <value>

determines the maximum particle size of a projectile from each firing action

float variable

2.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolparttype1 <#undocumented#>

#undocumented#

variable

1

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolparttype2 <#undocumented#>

#undocumented#

variable

1

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolpower1 <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

pistolpower2 <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

pistolprojdelay1 <milliseconds>

when more than zero, projectiles from this weapon will be delayed this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolprojdelay2 <milliseconds>

when more than zero, projectiles from this weapon will be delayed this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolradial1 <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

pistolradial2 <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

pistolradius1 <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

pistolradius2 <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

pistolrays1 <value>

the amount of projectiles spawned from one shot of each firing action

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolrays2 <value>

the amount of projectiles spawned from one shot of each firing action

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolreflectivity1 <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

pistolreflectivity2 <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

pistolrelativity1 <value>

multiplier of player velocity added to a projectile of each firing action

float variable

0.05

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolrelativity2 <value>

multiplier of player velocity added to a projectile of each firing action

float variable

0.05

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolreloaddelay <milliseconds>

the time it takes for the weapon to reload one 'add' unit

variable

1000

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolreloads <bool>

determines if this weapon can reload

variable

-1

-1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolresidual1 <bool>

determines if a projectile from each firing action has a residual effect; 0 = off, 1 = burns, 2 = bleeds

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolresidual2 <bool>

determines if a projectile from each firing action has a residual effect; 0 = off, 1 = burns, 2 = bleeds

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolselfdamage1 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolselfdamage2 <#undocumented#>

#undocumented#

float variable

0.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspeed1 <value>

the speed of a projectile from each firing action

variable

1750

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspeed2 <value>

the speed of a projectile from each firing action

variable

1000

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspread1 <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

pistolspread2 <value>

determines the amount a projectile from each firing action skews off-center

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspreadmax1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspreadmax2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspreadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspreadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspreadz1 <value>

when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolspreadz2 <value>

when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolstunscale1 <#undocumented#>

#undocumented#

float variable

0.25

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolstunscale2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolstuntime1 <#undocumented#>

#undocumented#

variable

25

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolstuntime2 <#undocumented#>

#undocumented#

variable

50

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolsub1 <value>

the amount taken from the clip for each firing action, set to zero for unlimited ammo

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolsub2 <value>

the amount taken from the clip for each firing action, set to zero for unlimited ammo

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltaperin1 <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

pistoltaperin2 <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

pistoltaperout1 <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

pistoltaperout2 <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

pistolteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/pistol

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

pistoltime1 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

2000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltime2 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

1000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltorsodamage1 <value>

determines the multiplier of damage for torso shots

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltorsodamage2 <value>

determines the multiplier of damage for torso shots

float variable

0.65

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltrace1 <value>

determines the multiplier of length to apply to traced weapons

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistoltrace2 <value>

determines the multiplier of length to apply to traced weapons

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolwaterfric1 <value>

multiplier of velocity for a projectile of each firing action when in water

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolwaterfric2 <value>

multiplier of velocity for a projectile of each firing action when in water

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolwavepush1 <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

pistolwavepush2 <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

pistolweight1 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolweight2 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

pistolzooms <bool>

determines if the secondary action on this weapon zooms

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT