SMG Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
smgadd <value> the amount added when picking up the weapon or reloading it variable 50 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgaidist1 <distance> determines the 'maximum distance' a weapon can 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
smgaidist2 <distance> determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges float variable 96.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgaiskew1 <value> determines 'added stupidity' for each weapon for AI counterparts variable 20 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgaiskew2 <value> determines 'added stupidity' for each weapon for AI counterparts variable 20 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgattackdelay1 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 100 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgattackdelay2 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 400 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgcarried <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgclipoffset <#undocumented#> #undocumented# float variable 0.35 0.0..0.5 IDF_PERSIST IDF_COMPLETE
smgcliprotate <#undocumented#> #undocumented# variable 12 0..15 IDF_PERSIST IDF_COMPLETE
smgclipskew <#undocumented#> #undocumented# float variable 0.65 0.0..10.0 IDF_PERSIST IDF_COMPLETE
smgcliptex <#undocumented#> #undocumented# string variable <grey>textures/weapons/clips/smg n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
smgcollide1 <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 629 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgcollide2 <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 4157 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgcolour <colour> determines the weapon main colour; affects the light around the weapon, the ammo and the icon in the weaponlist variable 0xF05820 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgcooked1 <value> determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale) variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgcooked2 <value> determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale) variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgcrosshairtex <#undocumented#> #undocumented# string variable crosshairs/simple-03 n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
smgdamage1 <value> the amount of damage a projectile from each firing action does variable 16 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgdamage2 <value> the amount of damage a projectile from each firing action does variable 4 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgdelta1 <value> determines the amount by which each firing action is guided float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgdelta2 <value> determines the amount by which each firing action is guided float variable 1000.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgdrill1 <#undocumented#> #undocumented# variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgdrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgelasticity1 <value> multiplier of velocity for a projectile of each firing action when doing a bounce event float variable 0.65 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgelasticity2 <value> multiplier of velocity for a projectile of each firing action when doing a bounce event float variable 0.45 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgescapedelay1 <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
smgescapedelay2 <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
smgexplcol1 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgexplcol2 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgexplode1 <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
smgexplode2 <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
smgextinguish1 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgextinguish2 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfadeat1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfadeat2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfadecut1 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfadecut2 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfadetime1 <#undocumented#> #undocumented# variable 25 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfadetime2 <#undocumented#> #undocumented# variable 25 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakcollide1 <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 117 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakcollide2 <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 117 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakdamage1 <value> flak of this type deals this much damage variable 16 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakdamage2 <value> flak of this type deals this much damage variable 8 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakdelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakdelta2 <#undocumented#> #undocumented# float variable 1000.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakdrill1 <#undocumented#> #undocumented# variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakdrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakelasticity1 <#undocumented#> #undocumented# float variable 0.65 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakelasticity2 <#undocumented#> #undocumented# float variable 0.45 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakexplcol1 <colour> determines the colour of the explosion of flak of this type variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgflakexplcol2 <colour> determines the colour of the explosion of flak of this type variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgflakexplode1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakexplode2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakextinguish1 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakextinguish2 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfadeat1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfadeat2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfadecut1 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfadecut2 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfadetime1 <#undocumented#> #undocumented# variable 25 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakfadetime2 <#undocumented#> #undocumented# variable 25 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakguided1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakguided2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakguideddelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakguideddelay2 <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakhitpush1 <#undocumented#> #undocumented# float variable 75.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakhitpush2 <#undocumented#> #undocumented# float variable 50.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakinteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakinteracts2 <#undocumented#> #undocumented# variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaklegdamage1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaklegdamage2 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakliquidcoast1 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakliquidcoast2 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakminspeed1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakminspeed2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakpartcol1 <colour> determines the colour of flak of this type variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgflakpartcol2 <colour> determines the colour of flak of this type variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgflakpartlen1 <#undocumented#> #undocumented# float variable 7.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakpartlen2 <#undocumented#> #undocumented# float variable 7.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakpartsize1 <#undocumented#> #undocumented# float variable 0.35 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakpartsize2 <#undocumented#> #undocumented# float variable 0.35 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakparttype1 <#undocumented#> #undocumented# variable 4 0..10 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakparttype2 <#undocumented#> #undocumented# variable 4 0..10 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakradial1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakradial2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakradius1 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakradius2 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakreflectivity1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakreflectivity2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakresidual1 <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
smgflakresidual2 <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
smgflakresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakselfdamage1 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakselfdamage2 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakstunfall1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakstunfall2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakstunscale1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakstunscale2 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakstuntime1 <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakstuntime2 <#undocumented#> #undocumented# variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktaperin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktaperin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktaperout1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktaperout2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakteamdamage1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakteamdamage2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakteampenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakteampenalty2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktorsodamage1 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflaktorsodamage2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakwavepush1 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakwavepush2 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakweight1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakweight2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakwhipdamage1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgflakwhipdamage2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragdelay2 <#undocumented#> #undocumented# variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragjump1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragjump2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragoffset1 <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
smgfragoffset2 <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
smgfragrays1 <value> when creating flak, create this many projectiles for it variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragrays2 <value> when creating flak, create this many projectiles for it variable 15 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragrel1 <value> flak created by this firing action retains this much of its parent relative momentum float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragrel2 <value> flak created by this firing action retains this much of its parent relative momentum float variable 0.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragscale1 <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
smgfragscale2 <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
smgfragskew1 <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
smgfragskew2 <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
smgfragspeed1 <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
smgfragspeed2 <value> flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel) variable 300 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragspread1 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 0.2 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragspread2 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragtime1 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragtime2 <milliseconds> flak projectiles from this weapon last this long variable 1250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragweap1 <value> when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon) variable -1 -1..21 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfragweap2 <value> when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon) variable 15 -1..21 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfrequency <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
smgfullauto1 <bool> determines if each firing action is fully automatic (click-and-hold) or not (click-and-click) variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgfullauto2 <bool> determines if each firing action is fully automatic (click-and-hold) or not (click-and-click) variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgguided1 <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
smgguided2 <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
smgguideddelay1 <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
smgguideddelay2 <milliseconds> when more than zero, projectiles from this weapon will delay guided settings by this long variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smghithairtex <#undocumented#> #undocumented# string variable crosshairs/simple-03-hit n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
smghitpush1 <value> multiplier of damage for a projectile or explosion of each firing action impacting a player float variable 75.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smghitpush2 <value> multiplier of damage for a projectile or explosion of each firing action impacting a player float variable 50.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smginteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smginteracts2 <#undocumented#> #undocumented# variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgkickpush1 <value> determines the amount of pushback from shooting each firing action float variable 5.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgkickpush2 <value> determines the amount of pushback from shooting each firing action float variable 25.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smglaser <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
smglegdamage1 <value> determines the multiplier of damage for leg shots float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smglegdamage2 <value> determines the multiplier of damage for leg shots float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smglimspeed1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smglimspeed2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgliquidcoast1 <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
smgliquidcoast2 <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
smgmax <value> the maximum amount the clip of this weapon can hold, can never be higher than default variable 50 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgminspeed1 <#undocumented#> #undocumented# float variable 25.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgminspeed2 <#undocumented#> #undocumented# float variable 25.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgmodes <sum> determines the modes in which this weapon is allowed or disallowed; conveinently 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 -255..255 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgmuts <sum> determines the mutators in which this weapon is allowed or disallowed; conveinently 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
smgname <#undocumented#> #undocumented# string variable smg n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgpartcol1 <colour> determines the colour of a projectile from this weapon variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgpartcol2 <colour> determines the colour of a projectile from this weapon variable 0xF05820 0xFFFFFFFD..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
smgpartlen1 <value> determines the maximum tape particle length of a projectile from each firing action float variable 15.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgpartlen2 <value> determines the maximum tape particle length of a projectile from each firing action float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgpartsize1 <value> determines the maximum particle size of a projectile from each firing action float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgpartsize2 <value> determines the maximum particle size of a projectile from each firing action float variable 0.35 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgparttype1 <value> determines the type of projectiles this weapon shoots variable 4 0..10 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgparttype2 <value> determines the type of projectiles this weapon shoots variable 4 0..10 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgpower1 <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
smgpower2 <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
smgprojdelay1 <milliseconds> when more than zero, projectiles from this weapon will be delayed this long variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgprojdelay2 <milliseconds> when more than zero, projectiles from this weapon will be delayed this long variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgradial1 <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
smgradial2 <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
smgradius1 <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
smgradius2 <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
smgrays1 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgrays2 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgreflectivity1 <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
smgreflectivity2 <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
smgrelativity1 <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
smgrelativity2 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgreloaddelay <milliseconds> the time it takes for the weapon to reload one 'add' unit variable 1750 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgreloads <bool> determines if this weapon can reload variable -1 -1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgresidual1 <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
smgresidual2 <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
smgresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgselfdamage1 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgselfdamage2 <#undocumented#> #undocumented# float variable 0.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspeed1 <value> the speed of a projectile from each firing action variable 2000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspeed2 <value> the speed of a projectile from each firing action variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspread1 <value> determines the amount a projectile from each firing action skews off-center float variable 5.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspread2 <value> determines the amount a projectile from each firing action skews off-center float variable 2.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspreadmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspreadmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspreadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspreadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspreadz1 <value> when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgspreadz2 <value> when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgstunfall1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgstunfall2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgstunscale1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgstunscale2 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgstuntime1 <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgstuntime2 <#undocumented#> #undocumented# variable 200 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgsub1 <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
smgsub2 <value> the amount taken from the clip for each firing action, set to zero for unlimited ammo variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtaperin1 <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
smgtaperin2 <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
smgtaperout1 <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
smgtaperout2 <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
smgteamdamage1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgteamdamage2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgteampenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgteampenalty2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtex <#undocumented#> #undocumented# string variable <grey>textures/weapons/smg n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
smgtime1 <milliseconds> the maximum lifetime of a projectile for each firing action variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtime2 <milliseconds> the maximum lifetime of a projectile for each firing action variable 2000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtorsodamage1 <value> determines the multiplier of damage for torso shots float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtorsodamage2 <value> determines the multiplier of damage for torso shots float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgtrace1 <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
smgtrace2 <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
smgvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgwavepush1 <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
smgwavepush2 <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
smgweight1 <value> relative weight for a projectile of each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgweight2 <value> relative weight for a projectile of each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgwhipdamage1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgwhipdamage2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
smgzooms <bool> determines if the secondary action on this weapon zooms variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT