Sword Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
swordaidist1 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 48.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordaidist2 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 48.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordaiskew1 <value> determines 'added stupidity' for each weapon for AI counterparts variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordaiskew2 <value> determines 'added stupidity' for each weapon for AI counterparts variable 1 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordammoadd <value> the amount added when picking up the weapon or reloading it variable 1 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordammomax <value> the maximum amount the clip of this weapon can hold, can never be higher than default variable 1 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordammosub1 <value> the amount taken from the clip for each firing action, set to zero for unlimited ammo variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordammosub2 <value> the amount taken from the clip for each firing action, set to zero for unlimited ammo variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordclipoffset <#undocumented#> #undocumented# float variable 0.25 0.0..0.5 IDF_PERSIST IDF_COMPLETE
swordcliprotate <#undocumented#> #undocumented# variable 12 0..15 IDF_PERSIST IDF_COMPLETE
swordclipskew <#undocumented#> #undocumented# float variable 1.0 0.0..10.0 IDF_PERSIST IDF_COMPLETE
swordcliptex <#undocumented#> #undocumented# string variable <grey>textures/weapons/clips/sword n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
swordcollide1 <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 1137 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordcollide2 <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 1137 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordcolour <colour> determines the weapon main colour; affects the light around the weapon, the ammo and the icon in the weaponlist variable 0x4040F0 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordcooked1 <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
swordcooked2 <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
swordcooktime1 <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
swordcooktime2 <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
swordcrosshairtex <#undocumented#> #undocumented# string variable crosshairs/simple-02 n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
sworddamage1 <value> the amount of damage a projectile from each firing action does variable 30 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamage2 <value> the amount of damage a projectile from each firing action does variable 65 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagehead1 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagehead2 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagelegs2 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagepenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagepenalty2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagetorso1 <value> determines the multiplier of damage for torso shots float variable 0.55 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagetorso2 <value> determines the multiplier of damage for torso shots float variable 0.55 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddelayattack1 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddelayattack2 <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
sworddelayreload <milliseconds> the time it takes for the weapon to reload one 'add' unit variable 50 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddisabled <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddrill1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
sworddrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordelasticity1 <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
swordelasticity2 <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
swordescapedelay1 <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
swordescapedelay2 <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
swordexplcol1 <colour> determines the colour of the explosion of a projectile from this weapon variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordexplcol2 <colour> determines the colour of the explosion of a projectile from this weapon variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordexplode1 <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
swordexplode2 <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
swordextinguish1 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordextinguish2 <value> determines if a projectile from each firing action is extinguished by water variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakcollide1 <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 1141 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakcollide2 <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 1141 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamage1 <value> flak of this type deals this much damage variable 30 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamage2 <value> flak of this type deals this much damage variable 65 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagehead1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagehead2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagelegs1 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagelegs2 <#undocumented#> #undocumented# float variable 0.3 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagepenalty1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagepenalty2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagetorso1 <#undocumented#> #undocumented# float variable 0.55 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagetorso2 <#undocumented#> #undocumented# float variable 0.55 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagewhiplash1 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdamagewhiplash2 <#undocumented#> #undocumented# float variable 0.8 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdrill1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakdrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakelasticity1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakelasticity2 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakexplcol1 <colour> determines the colour of the explosion of flak of this type variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordflakexplcol2 <colour> determines the colour of the explosion of flak of this type variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordflakexplode1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakexplode2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakextinguish1 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakextinguish2 <#undocumented#> #undocumented# variable 2 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakguided1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakguided2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakguideddelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakguideddelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakhitpush1 <#undocumented#> #undocumented# float variable 50.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakhitpush2 <#undocumented#> #undocumented# float variable 100.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakinteracts1 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakinteracts2 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflaklightcol1 <#undocumented#> #undocumented# variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordflaklightcol2 <#undocumented#> #undocumented# variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordflakliquidcoast1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakliquidcoast2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobitheadless1 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobitheadless2 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobitobliterated1 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobitobliterated2 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobitsuicide1 <#undocumented#> #undocumented# string variable created too much torsional stress n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobitsuicide2 <#undocumented#> #undocumented# string variable created too much torsional stress n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobituary1 <#undocumented#> #undocumented# string variable melted in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakobituary2 <#undocumented#> #undocumented# string variable melted in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartcol1 <colour> determines the colour of flak of this type variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordflakpartcol2 <colour> determines the colour of flak of this type variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordflakpartfade1 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartfade2 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartlen1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartlen2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartsize1 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakpartsize2 <#undocumented#> #undocumented# float variable 1.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakparttype1 <#undocumented#> #undocumented# variable 2 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakparttype2 <#undocumented#> #undocumented# variable 2 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakradial1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakradial2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakradius1 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakradius2 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakreflectivity1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakreflectivity2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakresidual1 <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
swordflakresidual2 <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
swordflakresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstun1 <#undocumented#> #undocumented# variable 15 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstun2 <#undocumented#> #undocumented# variable 15 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstunfall1 <#undocumented#> #undocumented# float variable 0.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstunfall2 <#undocumented#> #undocumented# float variable 0.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstunscale1 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstunscale2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstuntime1 <#undocumented#> #undocumented# variable 300 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakstuntime2 <#undocumented#> #undocumented# variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflaktaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflaktaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflaktaperin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflaktaperin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflaktaperout1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflaktaperout2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakwavepush1 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakwavepush2 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakweight1 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordflakweight2 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragjump1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragjump2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragoffset1 <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
swordfragoffset2 <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
swordfragrays1 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragrays2 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragrel1 <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
swordfragrel2 <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
swordfragscale1 <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
swordfragscale2 <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
swordfragskew1 <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
swordfragskew2 <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
swordfragspeed1 <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
swordfragspeed2 <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
swordfragspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragspread1 <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
swordfragspread2 <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
swordfragtime1 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragtime2 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragtimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragtimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragtimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragtimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordfragweap1 <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
swordfragweap2 <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
swordfrequency <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
swordfullauto1 <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
swordfullauto2 <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
swordguided1 <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
swordguided2 <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
swordguideddelay1 <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
swordguideddelay2 <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
swordheadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordheadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordhithairtex <#undocumented#> #undocumented# string variable crosshairs/simple-02-hit n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
swordhitpush1 <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
swordhitpush2 <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
swordhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordinteracts1 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordinteracts2 <#undocumented#> #undocumented# variable 0 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordkickpush1 <value> determines the amount of pushback from shooting each firing action float variable -15.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordkickpush2 <value> determines the amount of pushback from shooting each firing action float variable -30.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordlaser <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
swordlightcol1 <#undocumented#> #undocumented# variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordlightcol2 <#undocumented#> #undocumented# variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordlightpersist <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordlightradius <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordliquidcoast1 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordliquidcoast2 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordmodes <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
swordmuts <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
swordname <#undocumented#> #undocumented# string variable sword n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobitheadless1 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobitheadless2 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobitobliterated1 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobitobliterated2 <#undocumented#> #undocumented# string variable sliced in half n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobitsuicide1 <#undocumented#> #undocumented# string variable created too much torsional stress n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobitsuicide2 <#undocumented#> #undocumented# string variable created too much torsional stress n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobituary1 <#undocumented#> #undocumented# string variable impaled n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordobituary2 <#undocumented#> #undocumented# string variable impaled n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartcol1 <colour> determines the colour of a projectile from this weapon variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordpartcol2 <colour> determines the colour of a projectile from this weapon variable 0x4040F0 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
swordpartfade1 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartfade2 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartlen1 <value> determines the maximum tape particle length of a projectile from each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartlen2 <value> determines the maximum tape particle length of a projectile from each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartsize1 <value> determines the maximum particle size of a projectile from each firing action float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordpartsize2 <value> determines the maximum particle size of a projectile from each firing action float variable 1.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordparttype1 <value> determines the type of projectiles this weapon shoots variable 2 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordparttype2 <value> determines the type of projectiles this weapon shoots variable 2 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordradial1 <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
swordradial2 <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
swordradius1 <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
swordradius2 <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
swordrays1 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordrays2 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordreflectivity1 <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
swordreflectivity2 <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
swordrelativity1 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordrelativity2 <value> multiplier of player velocity added to a projectile of each firing action float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordresidual1 <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
swordresidual2 <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
swordresidualundo1 <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
swordresidualundo2 <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
swordspeed1 <value> the speed of a projectile from each firing action variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeed2 <value> the speed of a projectile from each firing action variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeedlimit1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeedlimit2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeedmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspeedmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspread1 <value> determines the amount a projectile from each firing action skews off-center float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspread2 <value> determines the amount a projectile from each firing action skews off-center float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspreadmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspreadmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspreadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspreadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordspreadz1 <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
swordspreadz2 <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
swordstun1 <#undocumented#> #undocumented# variable 15 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordstun2 <#undocumented#> #undocumented# variable 15 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordstunfall1 <#undocumented#> #undocumented# float variable 0.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordstunfall2 <#undocumented#> #undocumented# float variable 0.1 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordstunscale1 <#undocumented#> #undocumented# float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordstunscale2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordstuntime1 <#undocumented#> #undocumented# variable 300 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordstuntime2 <#undocumented#> #undocumented# variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtaperin1 <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
swordtaperin2 <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
swordtaperout1 <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
swordtaperout2 <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
swordtex <#undocumented#> #undocumented# string variable <grey>textures/weapons/sword n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
swordtime1 <milliseconds> the maximum lifetime of a projectile for each firing action variable 350 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtime2 <milliseconds> the maximum lifetime of a projectile for each firing action variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtimedelay1 <#undocumented#> #undocumented# variable 10 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtimedelay2 <#undocumented#> #undocumented# variable 10 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtrace1 <value> determines the multiplier of length to apply to traced weapons float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordtrace2 <value> determines the multiplier of length to apply to traced weapons float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordwavepush1 <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
swordwavepush2 <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
swordweight1 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
swordweight2 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT