Shotgun Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
shotgunaidist1 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 64.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunaidist2 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 128.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunaiskew1 <value> determines 'added stupidity' for each weapon for AI counterparts variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunaiskew2 <value> determines 'added stupidity' for each weapon for AI counterparts variable 3 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunammoadd <value> the amount added when picking up the weapon or reloading it variable 2 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunammomax <value> the maximum amount the clip of this weapon can hold, can never be higher than default variable 8 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunammosub1 <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
shotgunammosub2 <value> the amount taken from the clip for each firing action, set to zero for unlimited ammo variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunclipoffset <#undocumented#> #undocumented# float variable 0.125 0.0..0.5 IDF_PERSIST IDF_COMPLETE
shotguncliprotate <#undocumented#> #undocumented# variable 12 0..15 IDF_PERSIST IDF_COMPLETE
shotgunclipskew <#undocumented#> #undocumented# float variable 0.75 0.0..10.0 IDF_PERSIST IDF_COMPLETE
shotguncliptex <#undocumented#> #undocumented# string variable <grey>textures/weapons/clips/shotgun n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
shotguncollide1 <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..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguncollide2 <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
shotguncolour <colour> determines the weapon main colour; affects the light around the weapon, the ammo and the icon in the weaponlist variable 0xF0F020 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotguncooked1 <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
shotguncooked2 <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
shotguncooktime1 <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
shotguncooktime2 <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
shotguncrosshairtex <#undocumented#> #undocumented# string variable crosshairs/cross-02 n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
shotgundamage1 <value> the amount of damage a projectile from each firing action does variable 6 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamage2 <value> the amount of damage a projectile from each firing action does variable 6 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagehead1 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagehead2 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagelegs2 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagepenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagepenalty2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagetorso1 <value> determines the multiplier of damage for torso shots float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagetorso2 <value> determines the multiplier of damage for torso shots float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundelayattack1 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 800 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundelayattack2 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 1200 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundelayreload <milliseconds> the time it takes for the weapon to reload one 'add' unit variable 850 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundisabled <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundrill1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgundrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunelasticity1 <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
shotgunelasticity2 <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
shotgunescapedelay1 <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
shotgunescapedelay2 <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
shotgunexplcol1 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunexplcol2 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunexplode1 <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
shotgunexplode2 <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
shotgunextinguish1 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunextinguish2 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakcollide1 <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..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakcollide2 <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..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamage1 <value> flak of this type deals this much damage variable 6 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamage2 <value> flak of this type deals this much damage variable 6 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagehead1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagehead2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagelegs2 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagepenalty1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagepenalty2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagetorso1 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagetorso2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdrill1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakdrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakelasticity1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakelasticity2 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakexplcol1 <colour> determines the colour of the explosion of flak of this type variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunflakexplcol2 <colour> determines the colour of the explosion of flak of this type variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunflakexplode1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakexplode2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakextinguish1 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakextinguish2 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakguided1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakguided2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakguideddelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakguideddelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakhitpush1 <#undocumented#> #undocumented# float variable 20.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakhitpush2 <#undocumented#> #undocumented# float variable 25.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakinteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakinteracts2 <#undocumented#> #undocumented# variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflaklightcol1 <#undocumented#> #undocumented# variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunflaklightcol2 <#undocumented#> #undocumented# variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunflakliquidcoast1 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakliquidcoast2 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobitheadless1 <#undocumented#> #undocumented# string variable scrambled n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobitheadless2 <#undocumented#> #undocumented# string variable scrambled n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobitobliterated1 <#undocumented#> #undocumented# string variable turned into little chunks n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobitobliterated2 <#undocumented#> #undocumented# string variable turned into little chunks n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobitsuicide1 <#undocumented#> #undocumented# string variable tested the effectiveness of their own shrapnel n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobitsuicide2 <#undocumented#> #undocumented# string variable tested the effectiveness of their own shrapnel n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobituary1 <#undocumented#> #undocumented# string variable filled with shrapnel n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakobituary2 <#undocumented#> #undocumented# string variable filled with shrapnel n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartcol1 <colour> determines the colour of flak of this type variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunflakpartcol2 <colour> determines the colour of flak of this type variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunflakpartfade1 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartfade2 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartlen1 <#undocumented#> #undocumented# float variable 7.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartlen2 <#undocumented#> #undocumented# float variable 7.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartsize1 <#undocumented#> #undocumented# float variable 0.45 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakpartsize2 <#undocumented#> #undocumented# float variable 0.45 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakparttype1 <#undocumented#> #undocumented# variable 3 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakparttype2 <#undocumented#> #undocumented# variable 3 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakradial1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakradial2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakradius1 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakradius2 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakreflectivity1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakreflectivity2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakresidual1 <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
shotgunflakresidual2 <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 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstun2 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstunfall1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstunfall2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstunscale1 <#undocumented#> #undocumented# float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstunscale2 <#undocumented#> #undocumented# float variable 0.35 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstuntime1 <#undocumented#> #undocumented# variable 75 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakstuntime2 <#undocumented#> #undocumented# variable 150 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflaktaper1 <#undocumented#> #undocumented# variable 2 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflaktaper2 <#undocumented#> #undocumented# variable 2 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflaktaperin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflaktaperin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflaktaperout1 <#undocumented#> #undocumented# float variable 0.01 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflaktaperout2 <#undocumented#> #undocumented# float variable 0.01 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakwavepush1 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakwavepush2 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakweight1 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunflakweight2 <#undocumented#> #undocumented# float variable 250.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragjump1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragjump2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragoffset1 <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
shotgunfragoffset2 <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
shotgunfragrays1 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragrays2 <value> when creating flak, create this many projectiles for it variable 22 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragrel1 <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
shotgunfragrel2 <value> flak created by this firing action retains this much of its parent relative momentum float variable 1.5 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragscale1 <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
shotgunfragscale2 <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
shotgunfragskew1 <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
shotgunfragskew2 <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
shotgunfragspeed1 <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
shotgunfragspeed2 <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
shotgunfragspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragspread1 <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
shotgunfragspread2 <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
shotgunfragtime1 <milliseconds> flak projectiles from this weapon last this long variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragtime2 <milliseconds> flak projectiles from this weapon last this long variable 2000 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragtimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragtimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragtimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragtimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfragweap1 <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
shotgunfragweap2 <value> when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+11 = alt fire for the weapon) variable 15 -1..23 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunfrequency <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
shotgunfullauto1 <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
shotgunfullauto2 <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
shotgunguided1 <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
shotgunguided2 <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
shotgunguideddelay1 <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
shotgunguideddelay2 <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
shotgunheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunhithairtex <#undocumented#> #undocumented# string variable crosshairs/cross-02-hit n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
shotgunhitpush1 <value> determines the amount of pushback from getting hit by this shot float variable 20.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunhitpush2 <value> determines the amount of pushback from getting hit by this shot float variable 25.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguninteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguninteracts2 <#undocumented#> #undocumented# variable 3 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunkickpush1 <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
shotgunkickpush2 <value> determines the amount of pushback from shooting each firing action float variable 75.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunlaser <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
shotgunlightcol1 <#undocumented#> #undocumented# variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunlightcol2 <#undocumented#> #undocumented# variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunlightpersist <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunlightradius <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunliquidcoast1 <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
shotgunliquidcoast2 <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
shotgunmodes <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
shotgunmuts <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
shotgunname <#undocumented#> #undocumented# string variable shotgun n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobitheadless1 <#undocumented#> #undocumented# string variable scrambled n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobitheadless2 <#undocumented#> #undocumented# string variable scrambled n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobitobliterated1 <#undocumented#> #undocumented# string variable turned into little chunks n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobitobliterated2 <#undocumented#> #undocumented# string variable turned into little chunks n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobitsuicide1 <#undocumented#> #undocumented# string variable tested the effectiveness of their own shrapnel n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobitsuicide2 <#undocumented#> #undocumented# string variable tested the effectiveness of their own shrapnel n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobituary1 <#undocumented#> #undocumented# string variable sprayed with buckshot n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunobituary2 <#undocumented#> #undocumented# string variable filled with lead n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunpartcol1 <colour> determines the colour of a projectile from this weapon variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunpartcol2 <colour> determines the colour of a projectile from this weapon variable 0xF0F020 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
shotgunpartfade1 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunpartfade2 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunpartlen1 <value> determines the maximum tape particle length of a projectile from each firing action float variable 30.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunpartlen2 <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
shotgunpartsize1 <value> determines the maximum particle size of a projectile from each firing action float variable 0.75 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunpartsize2 <value> determines the maximum particle size of a projectile from each firing action float variable 0.45 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunparttype1 <value> determines the type of projectiles this weapon shoots variable 3 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunparttype2 <value> determines the type of projectiles this weapon shoots variable 3 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunradial1 <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
shotgunradial2 <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
shotgunradius1 <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
shotgunradius2 <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
shotgunrays1 <value> the amount of projectiles spawned from one shot of each firing action variable 22 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunrays2 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunreflectivity1 <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
shotgunreflectivity2 <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
shotgunrelativity1 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.15 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunrelativity2 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.35 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunresidual1 <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
shotgunresidual2 <sum> determines the residual effects of a projectile from each firing action (bitwise OR); 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunresidualundo1 <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
shotgunresidualundo2 <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
shotgunspeed1 <value> the speed of a projectile from each firing action variable 1000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeed2 <value> the speed of a projectile from each firing action variable 250 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeedlimit1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeedlimit2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeedmin1 <#undocumented#> #undocumented# float variable 25.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspeedmin2 <#undocumented#> #undocumented# float variable 25.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspread1 <value> determines the amount a projectile from each firing action skews off-center float variable 12.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspread2 <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
shotgunspreadmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspreadmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspreadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspreadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunspreadz1 <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
shotgunspreadz2 <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
shotgunstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunstun2 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunstunfall1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunstunfall2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunstunscale1 <#undocumented#> #undocumented# float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunstunscale2 <#undocumented#> #undocumented# float variable 0.35 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunstuntime1 <#undocumented#> #undocumented# variable 75 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunstuntime2 <#undocumented#> #undocumented# variable 150 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntaper1 <#undocumented#> #undocumented# variable 2 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntaperin1 <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
shotguntaperin2 <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
shotguntaperout1 <value> determines the fraction of the lifetime from the end where the projectile size "fades out" float variable 0.01 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntaperout2 <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
shotguntex <#undocumented#> #undocumented# string variable <grey>textures/weapons/shotgun n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
shotguntime1 <milliseconds> the maximum lifetime of a projectile for each firing action variable 260 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntime2 <milliseconds> the maximum lifetime of a projectile for each firing action variable 2500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotguntrace1 <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
shotguntrace2 <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
shotgunvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunwavepush1 <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
shotgunwavepush2 <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
shotgunweight1 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
shotgunweight2 <value> relative weight for a projectile of each firing action float variable 250.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT