Zapper Vars SVN

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Name & Parameters Description Type Default Value Range identifier flags
zapperaidist1 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 256.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperaidist2 <distance> determines the 'maximum distance' a weapon should be shot at, used by AI to determine weapon effectiveness ranges float variable 256.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperaiskew1 <value> determines 'added stupidity' for each weapon for AI counterparts variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperaiskew2 <value> determines 'added stupidity' for each weapon for AI counterparts variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperammoadd <value> the amount added when picking up the weapon or reloading it variable 30 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperammomax <value> the maximum amount the clip of this weapon can hold, can never be higher than default variable 30 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperammosub1 <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
zapperammosub2 <value> the amount taken from the clip for each firing action, set to zero for unlimited ammo variable 5 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperclipoffset <#undocumented#> #undocumented# float variable 0.3 0.0..0.5 IDF_PERSIST IDF_COMPLETE
zappercliprotate <#undocumented#> #undocumented# variable 12 0..15 IDF_PERSIST IDF_COMPLETE
zapperclipskew <#undocumented#> #undocumented# float variable 0.55 0.0..10.0 IDF_PERSIST IDF_COMPLETE
zappercliptex <#undocumented#> #undocumented# string variable <grey>textures/weapons/clips/zapper n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
zappercollide1 <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
zappercollide2 <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 1085 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappercolour <colour> determines the weapon main colour; affects the light around the weapon, the ammo and the icon in the weaponlist variable 0xC090F0 0x000000..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zappercooked1 <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
zappercooked2 <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
zappercooktime1 <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
zappercooktime2 <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
zappercrosshairtex <#undocumented#> #undocumented# string variable crosshairs/circle-03 n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
zapperdamage1 <value> the amount of damage a projectile from each firing action does variable 10 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamage2 <value> the amount of damage a projectile from each firing action does variable 10 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagehead1 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagehead2 <value> determines the multiplier of damage for leg shots float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagelegs1 <#undocumented#> #undocumented# float variable 0.25 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagelegs2 <#undocumented#> #undocumented# float variable 0.25 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagepenalty1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagepenalty2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagetorso1 <value> determines the multiplier of damage for torso shots float variable 0.4 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagetorso2 <value> determines the multiplier of damage for torso shots float variable 0.4 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagewhiplash1 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdamagewhiplash2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdelayattack1 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 135 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdelayattack2 <milliseconds> the time it takes after each firing action for the weapon to be ready again variable 700 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdelayreload <milliseconds> the time it takes for the weapon to reload one 'add' unit variable 1500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdisabled <#undocumented#> #undocumented# variable 0 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdrill1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperdrill2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperelasticity1 <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
zapperelasticity2 <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
zapperescapedelay1 <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
zapperescapedelay2 <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
zapperexplcol1 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperexplcol2 <colour> determines the colour of the explosion of a projectile from this weapon variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperexplode1 <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
zapperexplode2 <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
zapperextinguish1 <value> determines if a projectile from each firing action is extinguished by water variable 1 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperextinguish2 <value> determines if a projectile from each firing action is extinguished by water variable 1 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakcollide1 <sum> determines collision properties for flak of this type from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256 variable 61 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakcollide2 <sum> determines collision properties for flak of this type from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256 variable 1085 0..16383 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamage1 <value> flak of this type deals this much damage variable 10 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamage2 <value> flak of this type deals this much damage variable 10 -2147483647..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagehead1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagehead2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagelegs1 <#undocumented#> #undocumented# float variable 0.25 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagelegs2 <#undocumented#> #undocumented# float variable 0.25 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagepenalty1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagepenalty2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamageself1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamageself2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamageteam1 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamageteam2 <#undocumented#> #undocumented# float variable 1.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagetorso1 <#undocumented#> #undocumented# float variable 0.4 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagetorso2 <#undocumented#> #undocumented# float variable 0.4 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagewhiplash1 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdamagewhiplash2 <#undocumented#> #undocumented# float variable 0.6 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdrill1 <#undocumented#> #undocumented# variable 2 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakdrill2 <#undocumented#> #undocumented# variable 8 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakelasticity1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakelasticity2 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakexplcol1 <colour> determines the colour of the explosion of flak of this type variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperflakexplcol2 <colour> determines the colour of the explosion of flak of this type variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperflakexplode1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakexplode2 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakextinguish1 <#undocumented#> #undocumented# variable 1 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakextinguish2 <#undocumented#> #undocumented# variable 1 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfade1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfade2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfadeat1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfadeat2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfadecut1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfadecut2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfadetime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakfadetime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakguided1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakguided2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakguideddelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakguideddelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakheadmin1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakheadmin2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakhitpush1 <#undocumented#> #undocumented# float variable 20.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakhitpush2 <#undocumented#> #undocumented# float variable 20.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakinteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakinteracts2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflaklightcol1 <#undocumented#> #undocumented# variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperflaklightcol2 <#undocumented#> #undocumented# variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperflakliquidcoast1 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakliquidcoast2 <#undocumented#> #undocumented# float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobitheadless1 <#undocumented#> #undocumented# string variable electrocuted n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobitheadless2 <#undocumented#> #undocumented# string variable electrocuted n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobitobliterated1 <#undocumented#> #undocumented# string variable shocked relentlessly n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobitobliterated2 <#undocumented#> #undocumented# string variable shocked relentlessly n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobitsuicide1 <#undocumented#> #undocumented# string variable tried to use themself as a circuit breaker n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobitsuicide2 <#undocumented#> #undocumented# string variable tried to use themself as a circuit breaker n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobituary1 <#undocumented#> #undocumented# string variable turned into a lightning rod n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakobituary2 <#undocumented#> #undocumented# string variable turned into a lightning rod n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartcol1 <colour> determines the colour of flak of this type variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperflakpartcol2 <colour> determines the colour of flak of this type variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperflakpartfade1 <#undocumented#> #undocumented# variable 250 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartfade2 <#undocumented#> #undocumented# variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartlen1 <#undocumented#> #undocumented# float variable 1024.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartlen2 <#undocumented#> #undocumented# float variable 1024.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartsize1 <#undocumented#> #undocumented# float variable 3.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakpartsize2 <#undocumented#> #undocumented# float variable 5.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakparttype1 <#undocumented#> #undocumented# variable 7 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakparttype2 <#undocumented#> #undocumented# variable 7 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakradial1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakradial2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakradius1 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakradius2 <#undocumented#> #undocumented# float variable 1.0 1e-06..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakreflectivity1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakreflectivity2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakresidual1 <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 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakresidual2 <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 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakresidualundo1 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakresidualundo2 <#undocumented#> #undocumented# variable 0 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakspeedmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakspeedmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstun2 <#undocumented#> #undocumented# variable 15 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstunfall1 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstunfall2 <#undocumented#> #undocumented# float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstunscale1 <#undocumented#> #undocumented# float variable 8.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstunscale2 <#undocumented#> #undocumented# float variable 16.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstuntime1 <#undocumented#> #undocumented# variable 500 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakstuntime2 <#undocumented#> #undocumented# variable 750 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflaktaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflaktaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflaktaperin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflaktaperin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflaktaperout1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflaktaperout2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakvisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakvisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakvistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakvistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakwavepush1 <#undocumented#> #undocumented# float variable 1.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakwavepush2 <#undocumented#> #undocumented# float variable 2.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakweight1 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperflakweight2 <#undocumented#> #undocumented# float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragjump1 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragjump2 <#undocumented#> #undocumented# float variable 0.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragoffset1 <value> flak created by this firing action is offset by this distance if it impacts a player before being created float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragoffset2 <value> flak created by this firing action is offset by this distance if it impacts a player before being created float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragrays1 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragrays2 <value> when creating flak, create this many projectiles for it variable 5 1..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragrel1 <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
zapperfragrel2 <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
zapperfragscale1 <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
zapperfragscale2 <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
zapperfragskew1 <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
zapperfragskew2 <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
zapperfragspeed1 <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
zapperfragspeed2 <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
zapperfragspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragspeedmin1 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragspeedmin2 <#undocumented#> #undocumented# float variable 50.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragspread1 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragspread2 <value> flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player float variable 0.25 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragtime1 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragtime2 <milliseconds> flak projectiles from this weapon last this long variable 500 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragtimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragtimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragtimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragtimeiter2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperfragweap1 <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
zapperfragweap2 <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
zapperfrequency <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
zapperfullauto1 <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
zapperfullauto2 <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
zapperguided1 <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
zapperguided2 <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
zapperguideddelay1 <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
zapperguideddelay2 <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
zapperheadmin1 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperheadmin2 <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperhithairtex <#undocumented#> #undocumented# string variable crosshairs/circle-03-hit n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE
zapperhitpush1 <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
zapperhitpush2 <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
zapperhitvel1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperhitvel2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperinteracts1 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperinteracts2 <#undocumented#> #undocumented# variable 1 0..3 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperkickpush1 <value> determines the amount of pushback from shooting each firing action float variable 5.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperkickpush2 <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
zapperlaser <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
zapperlightcol1 <#undocumented#> #undocumented# variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperlightcol2 <#undocumented#> #undocumented# variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperlightpersist <#undocumented#> #undocumented# variable 1 0..1 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperlightradius <#undocumented#> #undocumented# float variable 4.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperliquidcoast1 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperliquidcoast2 <value> multiplier of velocity for a projectile of each firing action when in liquid float variable 1.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappermodes <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
zappermuts <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
zappername <#undocumented#> #undocumented# string variable zapper n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobitheadless1 <#undocumented#> #undocumented# string variable electrocuted n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobitheadless2 <#undocumented#> #undocumented# string variable electrocuted n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobitobliterated1 <#undocumented#> #undocumented# string variable shocked relentlessly n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobitobliterated2 <#undocumented#> #undocumented# string variable shocked relentlessly n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobitsuicide1 <#undocumented#> #undocumented# string variable tried to use themself as a circuit breaker n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobitsuicide2 <#undocumented#> #undocumented# string variable tried to use themself as a circuit breaker n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobituary1 <#undocumented#> #undocumented# string variable electrocuted n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperobituary2 <#undocumented#> #undocumented# string variable shocked into submission n/a IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartblend1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartblend2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartcol1 <colour> determines the colour of a projectile from this weapon variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperpartcol2 <colour> determines the colour of a projectile from this weapon variable 0xFFFFFFFC 0xFFFFFFFC..0xFFFFFF IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX
zapperpartfade1 <#undocumented#> #undocumented# variable 100 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartfade2 <#undocumented#> #undocumented# variable 200 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartlen1 <value> determines the maximum tape particle length of a projectile from each firing action float variable 1024.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartlen2 <value> determines the maximum tape particle length of a projectile from each firing action float variable 1024.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartsize1 <value> determines the maximum particle size of a projectile from each firing action float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperpartsize2 <value> determines the maximum particle size of a projectile from each firing action float variable 3.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperparttype1 <value> determines the type of projectiles this weapon shoots variable 7 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperparttype2 <value> determines the type of projectiles this weapon shoots variable 7 0..11 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxdelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxdelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxdist1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxdist2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxtime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxtime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxtype1 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperproxtype2 <#undocumented#> #undocumented# variable 0 0..2 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperradial1 <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
zapperradial2 <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
zapperradius1 <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
zapperradius2 <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
zapperrays1 <value> the amount of projectiles spawned from one shot of each firing action variable 1 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperrays2 <value> the amount of projectiles spawned from one shot of each firing action variable 5 0..256 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperreflectivity1 <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
zapperreflectivity2 <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
zapperrelativity1 <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
zapperrelativity2 <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
zapperresidual1 <sum> determines the residual effects of a projectile from each firing action (bitwise OR); 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperresidual2 <sum> determines the residual effects of a projectile from each firing action (bitwise OR); 0 = off, 1 = burns, 2 = bleeds, 4 = shocks variable 4 0..7 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperresidualundo1 <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
zapperresidualundo2 <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
zapperspeed1 <value> the speed of a projectile from each firing action variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeed2 <value> the speed of a projectile from each firing action variable 3000 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeeddelta1 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeeddelta2 <#undocumented#> #undocumented# float variable 10.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeedlimit1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeedlimit2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeedmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeedmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeedmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspeedmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspread1 <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
zapperspread2 <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
zapperspreadmax1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspreadmax2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspreadmin1 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspreadmin2 <#undocumented#> #undocumented# float variable 0.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspreadz1 <value> when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much float variable 2.0 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperspreadz2 <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
zapperstun1 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperstun2 <#undocumented#> #undocumented# variable 3 0..15 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperstunfall1 <#undocumented#> #undocumented# float variable 0.01 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperstunfall2 <#undocumented#> #undocumented# float variable 0.01 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperstunscale1 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperstunscale2 <#undocumented#> #undocumented# float variable 0.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperstuntime1 <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperstuntime2 <#undocumented#> #undocumented# variable 100 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertaper1 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertaper2 <#undocumented#> #undocumented# variable 0 0..6 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertaperin1 <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
zappertaperin2 <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
zappertaperout1 <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
zappertaperout2 <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
zappertex <#undocumented#> #undocumented# string variable <grey>textures/weapons/zapper n/a IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD
zappertime1 <milliseconds> the maximum lifetime of a projectile for each firing action variable 80 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertime2 <milliseconds> the maximum lifetime of a projectile for each firing action variable 80 1..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertimedelay1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertimedelay2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertimeiter1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertimeiter2 <#undocumented#> #undocumented# variable 80 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappertrace1 <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
zappertrace2 <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
zappervisfade1 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappervisfade2 <#undocumented#> #undocumented# float variable 1.0 0.0..1.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappervistime1 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zappervistime2 <#undocumented#> #undocumented# variable 0 0..2147483646 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperwavepush1 <value> determines the multiplier of explode radius this weapon pushes in float variable 2.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperwavepush2 <value> determines the multiplier of explode radius this weapon pushes in float variable 2.5 0.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperweight1 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT
zapperweight2 <value> relative weight for a projectile of each firing action float variable 0.0 -1000000.0..1000000.0 IDF_REWRITE IDF_COMPLETE IDF_CLIENT