Pistol Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
pistolaidist1 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 512.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolaidist2 <distance> determines the 'maximum distance' a weapon should 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 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolaiskew2 <value> determines 'added stupidity' for each weapon for AI counterparts variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolammoadd <value> the amount added when picking up the weapon or reloading it variable 10 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolammomax <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
pistolammosub1 <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
pistolammosub2 <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
pistolblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 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 0.65 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..16383 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..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolcolour <colour> determines the weapon main colour; affects the light around the weapon, the ammo and the icon in the weaponlist variable 0xC0C0C0 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolcooked1 <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
pistolcooked2 <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
pistolcooktime1 <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
pistolcooktime2 <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
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 35 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagehead1 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagehead2 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagelegs1 <#undocumented#> #undocumented# float variable 0.325 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagelegs2 <#undocumented#> #undocumented# float variable 0.325 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagepenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagepenalty2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagetorso1 <value> determines the multiplier of damage for torso shots float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagetorso2 <value> determines the multiplier of damage for torso shots float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldelayattack1 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 130 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldelayattack2 <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
pistoldelayreload <milliseconds> the time it takes for the weapon to reload one 'add' unit variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoldisabled <#undocumented#> #undocumented# variable 0 0..1 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 <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
pistolexplcol2 <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
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
pistolfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakcollide1 <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 61 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakcollide2 <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 61 0..16383 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 35 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagehead1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagehead2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagelegs1 <#undocumented#> #undocumented# float variable 0.325 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagelegs2 <#undocumented#> #undocumented# float variable 0.325 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagepenalty1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagepenalty2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagetorso1 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagetorso2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakdamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..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 <colour> determines the colour of the explosion of flak of this type variable 0xFFFFFFFF 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolflakexplcol2 <colour> determines the colour of the explosion of flak of this type variable 0xFFFFFFFF 0xFFFFFFFC..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
pistolflakfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 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 35.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..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
pistolflaklightcol1 <#undocumented#> #undocumented# variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolflaklightcol2 <#undocumented#> #undocumented# variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolflakliquidcoast1 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakliquidcoast2 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobitheadless1 <#undocumented#> #undocumented# string variable capped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobitheadless2 <#undocumented#> #undocumented# string variable capped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobitobliterated1 <#undocumented#> #undocumented# string variable skewered n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobitobliterated2 <#undocumented#> #undocumented# string variable skewered n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobitsuicide1 <#undocumented#> #undocumented# string variable ate a bullet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobitsuicide2 <#undocumented#> #undocumented# string variable ate a bullet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobituary1 <#undocumented#> #undocumented# string variable picked to pieces n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakobituary2 <#undocumented#> #undocumented# string variable picked to pieces n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartblend1 <#undocumented#> #undocumented# float variable 0.3 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartblend2 <#undocumented#> #undocumented# float variable 0.6 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartcol1 <colour> determines the colour of flak of this type variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolflakpartcol2 <colour> determines the colour of flak of this type variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolflakpartfade1 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartfade2 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartlen1 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartlen2 <#undocumented#> #undocumented# float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartsize1 <#undocumented#> #undocumented# float variable 0.125 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakpartsize2 <#undocumented#> #undocumented# float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakparttype1 <#undocumented#> #undocumented# variable 1 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakparttype2 <#undocumented#> #undocumented# variable 1 0..11 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 <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
pistolflakresidual2 <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
pistolflakresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakstun2 <#undocumented#> #undocumented# variable 3 0..15 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 0.25 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 25 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
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
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 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolflakweight2 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 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 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragrays2 <value> when creating flak, create this many projectiles for it variable 5 1..256 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 -1000000.0..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 -1000000.0..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
pistolfragspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 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
pistolfragtimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragtimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragtimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragtimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolfragweap1 <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
pistolfragweap2 <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
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> determines the amount of pushback from getting hit by this shot float variable 35.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolhitpush2 <value> determines the amount of pushback from getting hit by this shot float variable 35.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..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 6.0 -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
pistollightcol1 <#undocumented#> #undocumented# variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistollightcol2 <#undocumented#> #undocumented# variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistollightpersist <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistollightradius <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolliquidcoast1 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolliquidcoast2 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolmodes <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 -64 -127..127 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolmuts <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 -56 -131071..131071 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolname <#undocumented#> #undocumented# string variable pistol n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobitheadless1 <#undocumented#> #undocumented# string variable capped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobitheadless2 <#undocumented#> #undocumented# string variable capped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobitobliterated1 <#undocumented#> #undocumented# string variable skewered n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobitobliterated2 <#undocumented#> #undocumented# string variable skewered n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobitsuicide1 <#undocumented#> #undocumented# string variable ate a bullet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobitsuicide2 <#undocumented#> #undocumented# string variable ate a bullet n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobituary1 <#undocumented#> #undocumented# string variable pierced n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolobituary2 <#undocumented#> #undocumented# string variable pierced n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolpartblend1 <#undocumented#> #undocumented# float variable 0.3 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolpartblend2 <#undocumented#> #undocumented# float variable 0.6 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolpartcol1 <colour> determines the colour of a projectile from this weapon variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolpartcol2 <colour> determines the colour of a projectile from this weapon variable 0xC0C0C0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
pistolpartfade1 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolpartfade2 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolpartlen1 <value> determines the maximum tape particle length of a projectile from each firing action float variable 8.0 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 16.0 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 0.125 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 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolparttype1 <value> determines the type of projectiles this weapon shoots variable 1 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolparttype2 <value> determines the type of projectiles this weapon shoots variable 1 0..11 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..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolrays2 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 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
pistolresidual1 <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
pistolresidual2 <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
pistolresidualundo1 <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
pistolresidualundo2 <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
pistolspeed1 <value> the speed of a projectile from each firing action variable 1500 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
pistolspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolspeedlimit1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolspeedlimit2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolspeedmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolspeedmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 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 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolstun2 <#undocumented#> #undocumented# variable 3 0..15 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 0.25 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 25 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
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
pistoltimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoltimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoltimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistoltimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 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
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 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
pistolweight2 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT