Rifle Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
rifleaidist1 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 768.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleaidist2 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 2048.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleaiskew1 <value> determines 'added stupidity' for each weapon for AI counterparts variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleaiskew2 <value> determines 'added stupidity' for each weapon for AI counterparts variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleammoadd <value> the amount added when picking up the weapon or reloading it variable 6 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleammomax <value> the maximum amount the clip of this weapon can hold, can never be higher than default variable 6 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleammosub1 <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
rifleammosub2 <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
rifleblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleclipoffset <#undocumented#> #undocumented# float variable 0.25 0.0..0.5 IDF_PERSIST IDF_COMPLETE
riflecliprotate <#undocumented#> #undocumented# variable 12 0..15 IDF_PERSIST IDF_COMPLETE
rifleclipskew <#undocumented#> #undocumented# float variable 1.0 0.0..10.0 IDF_PERSIST IDF_COMPLETE
riflecliptex <#undocumented#> #undocumented# string variable <grey>textures/weapons/clips/rifle n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
riflecollide1 <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 573 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflecollide2 <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 1597 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflecolour <colour> determines the weapon main colour; affects the light around the weapon, the ammo and the icon in the weaponlist variable 0xA020F0 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
riflecooked1 <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
riflecooked2 <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 129 0..255 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflecooktime1 <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
riflecooktime2 <value> when more than zero, determines that the weapon can be 'cooked' this long before firing variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflecrosshairtex <#undocumented#> #undocumented# string variable crosshairs/simple-01 n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
rifledamage1 <value> the amount of damage a projectile from each firing action does variable 33 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamage2 <value> the amount of damage a projectile from each firing action does variable 100 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagehead1 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagehead2 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagelegs2 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagepenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagepenalty2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagetorso1 <value> determines the multiplier of damage for torso shots float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagetorso2 <value> determines the multiplier of damage for torso shots float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagewhiplash1 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledamagewhiplash2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledelayattack1 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 850 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledelayattack2 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 850 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledelayreload <milliseconds> the time it takes for the weapon to reload one 'add' unit variable 1500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledisabled <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledrill1 <#undocumented#> #undocumented# variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifledrill2 <#undocumented#> #undocumented# variable 8 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleelasticity1 <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
rifleelasticity2 <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
rifleescapedelay1 <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
rifleescapedelay2 <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
rifleexplcol1 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleexplcol2 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleexplode1 <value> determines the explosion radius for a particle of this firing action float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleexplode2 <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
rifleextinguish1 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleextinguish2 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakcollide1 <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
rifleflakcollide2 <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 1085 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamage1 <value> flak of this type deals this much damage variable 10 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamage2 <value> flak of this type deals this much damage variable 10 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagehead1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagehead2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagelegs2 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagepenalty1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagepenalty2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagetorso1 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagetorso2 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagewhiplash1 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdamagewhiplash2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdrill1 <#undocumented#> #undocumented# variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakdrill2 <#undocumented#> #undocumented# variable 8 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakelasticity1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakelasticity2 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakexplcol1 <colour> determines the colour of the explosion of flak of this type variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleflakexplcol2 <colour> determines the colour of the explosion of flak of this type variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleflakexplode1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakexplode2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakextinguish1 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakextinguish2 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakguided1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakguided2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakguideddelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakguideddelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakheadmin1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakheadmin2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakhitpush1 <#undocumented#> #undocumented# float variable 20.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakhitpush2 <#undocumented#> #undocumented# float variable 20.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakinteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakinteracts2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflaklightcol1 <#undocumented#> #undocumented# variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleflaklightcol2 <#undocumented#> #undocumented# variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleflakliquidcoast1 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakliquidcoast2 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobitheadless1 <#undocumented#> #undocumented# string variable expertly sniped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobitheadless2 <#undocumented#> #undocumented# string variable expertly sniped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobitobliterated1 <#undocumented#> #undocumented# string variable given laser shock treatment n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobitobliterated2 <#undocumented#> #undocumented# string variable given laser shock treatment n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobitsuicide1 <#undocumented#> #undocumented# string variable got a good shock n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobitsuicide2 <#undocumented#> #undocumented# string variable got a good shock n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobituary1 <#undocumented#> #undocumented# string variable shocked to pieces n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakobituary2 <#undocumented#> #undocumented# string variable shocked to pieces n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartcol1 <colour> determines the colour of flak of this type variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleflakpartcol2 <colour> determines the colour of flak of this type variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
rifleflakpartfade1 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartfade2 <#undocumented#> #undocumented# variable 750 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartlen1 <#undocumented#> #undocumented# float variable 256.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartlen2 <#undocumented#> #undocumented# float variable 512.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartsize1 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakpartsize2 <#undocumented#> #undocumented# float variable 3.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakparttype1 <#undocumented#> #undocumented# variable 8 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakparttype2 <#undocumented#> #undocumented# variable 8 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakradial1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakradial2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakradius1 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakradius2 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakreflectivity1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakreflectivity2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakresidual1 <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
rifleflakresidual2 <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
rifleflakresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstun2 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstunfall1 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstunfall2 <#undocumented#> #undocumented# float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstunscale1 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstunscale2 <#undocumented#> #undocumented# float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstuntime1 <#undocumented#> #undocumented# variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakstuntime2 <#undocumented#> #undocumented# variable 750 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflaktaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflaktaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflaktaperin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflaktaperin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflaktaperout1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflaktaperout2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakwavepush1 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakwavepush2 <#undocumented#> #undocumented# float variable 2.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakweight1 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleflakweight2 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragjump1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragjump2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragoffset1 <value> flak created by this firing action is offset by this distance if it impacts a player before being created float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragoffset2 <value> flak created by this firing action is offset by this distance if it impacts a player before being created float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragrays1 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragrays2 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragrel1 <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
riflefragrel2 <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
riflefragscale1 <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
riflefragscale2 <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
riflefragskew1 <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
riflefragskew2 <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
riflefragspeed1 <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
riflefragspeed2 <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
riflefragspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragspread1 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragspread2 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragtime1 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragtime2 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragtimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragtimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragtimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragtimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefragweap1 <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
riflefragweap2 <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
riflefrequency <value> determines the multiplier of itemspawntime in which items of this type respawn in float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflefullauto1 <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
riflefullauto2 <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
rifleguided1 <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
rifleguided2 <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
rifleguideddelay1 <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
rifleguideddelay2 <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
rifleheadmin1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleheadmin2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflehithairtex <#undocumented#> #undocumented# string variable crosshairs/simple-01-hit n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
riflehitpush1 <value> determines the amount of pushback from getting hit by this shot float variable 50.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflehitpush2 <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
riflehitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflehitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleinteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleinteracts2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflekickpush1 <value> determines the amount of pushback from shooting each firing action float variable 35.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflekickpush2 <value> determines the amount of pushback from shooting each firing action float variable 50.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflelaser <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
riflelightcol1 <#undocumented#> #undocumented# variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
riflelightcol2 <#undocumented#> #undocumented# variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
riflelightpersist <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflelightradius <#undocumented#> #undocumented# float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleliquidcoast1 <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
rifleliquidcoast2 <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
riflemodes <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
riflemuts <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
riflename <#undocumented#> #undocumented# string variable rifle n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobitheadless1 <#undocumented#> #undocumented# string variable expertly sniped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobitheadless2 <#undocumented#> #undocumented# string variable expertly sniped n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobitobliterated1 <#undocumented#> #undocumented# string variable given laser shock treatment n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobitobliterated2 <#undocumented#> #undocumented# string variable given laser shock treatment n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobitsuicide1 <#undocumented#> #undocumented# string variable got a good shock n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobitsuicide2 <#undocumented#> #undocumented# string variable got a good shock n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobituary1 <#undocumented#> #undocumented# string variable laser shocked n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleobituary2 <#undocumented#> #undocumented# string variable given laser burn n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartcol1 <colour> determines the colour of a projectile from this weapon variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
riflepartcol2 <colour> determines the colour of a projectile from this weapon variable 0xA020F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
riflepartfade1 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartfade2 <#undocumented#> #undocumented# variable 950 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartlen1 <value> determines the maximum tape particle length of a projectile from each firing action float variable 256.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartlen2 <value> determines the maximum tape particle length of a projectile from each firing action float variable 1024.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartsize1 <value> determines the maximum particle size of a projectile from each firing action float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflepartsize2 <value> determines the maximum particle size of a projectile from each firing action float variable 3.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleparttype1 <value> determines the type of projectiles this weapon shoots variable 8 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleparttype2 <value> determines the type of projectiles this weapon shoots variable 8 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleradial1 <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
rifleradial2 <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
rifleradius1 <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
rifleradius2 <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
riflerays1 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflerays2 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflereflectivity1 <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
riflereflectivity2 <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
riflerelativity1 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflerelativity2 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleresidual1 <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
rifleresidual2 <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
rifleresidualundo1 <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
rifleresidualundo2 <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
riflespeed1 <value> the speed of a projectile from each firing action variable 10000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeed2 <value> the speed of a projectile from each firing action variable 100000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeedlimit1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeedlimit2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeedmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespeedmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespread1 <value> determines the amount a projectile from each firing action skews off-center float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespread2 <value> determines the amount a projectile from each firing action skews off-center float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespreadmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespreadmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespreadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespreadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespreadz1 <value> when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflespreadz2 <value> when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestun2 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestunfall1 <#undocumented#> #undocumented# float variable 0.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestunfall2 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestunscale1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestunscale2 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestuntime1 <#undocumented#> #undocumented# variable 75 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflestuntime2 <#undocumented#> #undocumented# variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletaperin1 <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
rifletaperin2 <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
rifletaperout1 <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
rifletaperout2 <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
rifletex <#undocumented#> #undocumented# string variable <grey>textures/weapons/rifle n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
rifletime1 <milliseconds> the maximum lifetime of a projectile for each firing action variable 5000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletime2 <milliseconds> the maximum lifetime of a projectile for each firing action variable 5000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifletrace1 <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
rifletrace2 <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
riflevisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflevisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflevistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflevistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflewavepush1 <value> determines the multiplier of explode radius this weapon pushes in float variable 2.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
riflewavepush2 <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
rifleweight1 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
rifleweight2 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT