Shotgun Vars

From Red Eclipse Wiki
Jump to: navigation, search

This page was automatically generated from the source of Red Eclipse, please do not edit it manually.

Name & Parameters

Description

Type

Default Value

Range

Identifier Flags

shotgunadd <value>

the amount added when picking up the weapon or reloading it

variable

2

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunaidist1 <distance>

determines the 'maximum distance' a weapon can 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

shotgunaidist2 <distance>

determines the 'maximum distance' a weapon can be shot at, used by AI to determine weapon effectiveness ranges

float variable

512.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunaiskew1 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

10

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunaiskew2 <value>

determines 'added stupidity' for each weapon for AI counterparts

variable

10

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunattackdelay1 <milliseconds>

the time it takes after each firing action for the weapon to be ready again

variable

600

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunattackdelay2 <milliseconds>

the time it takes after each firing action for the weapon to be ready again

variable

1125

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguncarried <#undocumented#>

#undocumented#

variable

1

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunclipoffset <#undocumented#>

#undocumented#

float variable

0.125

0.0..0.5

IDF_PERSIST IDF_COMPLETE

shotguncliprotate <#undocumented#>

#undocumented#

variable

12

0..15

IDF_PERSIST IDF_COMPLETE

shotgunclipskew <#undocumented#>

#undocumented#

float variable

0.75

0.0..10.0

IDF_PERSIST IDF_COMPLETE

shotguncliptex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/clips/shotgun

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

shotguncollide1 <sum>

determines collision properties for a projectile from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256

variable

629

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguncollide2 <sum>

determines collision properties for a projectile from each firing action (bitwise OR); IMPACT_GEOM = 1, BOUNCE_GEOM = 2, IMPACT_PLAYER = 4, BOUNCE_PLAYER = 8, RADIAL_PLAYER = 16, COLLIDE_TRACE = 32, COLLIDE_OWNER = 64, COLLIDE_CONT = 128, COLLIDE_STICK = 256

variable

61

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguncolour <#undocumented#>

#undocumented#

variable

0xF0F020

0x000000..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotguncooked1 <value>

determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguncooked2 <value>

determines cooking style for a projectile, 0 = off, 1 = scale size, 2 = shorten life (+1 no scale), 4 = lengthen life (+1 no scale)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguncrosshairtex <#undocumented#>

#undocumented#

string variable

crosshairs/cross-02

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

shotgundamage1 <value>

the amount of damage a projectile from each firing action does

variable

15

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgundamage2 <value>

the amount of damage a projectile from each firing action does

variable

4

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgundelta1 <value>

determines the amount by which each firing action is guided

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgundelta2 <value>

determines the amount by which each firing action is guided

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgundrill1 <#undocumented#>

#undocumented#

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgundrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunelasticity1 <value>

multiplier of velocity for a projectile of each firing action when doing a bounce event

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunelasticity2 <value>

multiplier of velocity for a projectile of each firing action when doing a bounce event

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunescapedelay1 <milliseconds>

when more than zero, projectiles from this weapon will not be able to hurt its owner for this long

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunescapedelay2 <milliseconds>

when more than zero, projectiles from this weapon will not be able to hurt its owner for this long

variable

200

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunexplcol1 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunexplcol2 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunexplode1 <value>

determines the explosion radius for a particle of this firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunexplode2 <value>

determines the explosion radius for a particle of this firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunextinguish1 <value>

determines if a projectile from each firing action is extinguished by water

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunextinguish2 <value>

determines if a projectile from each firing action is extinguished by water

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakcollide1 <#undocumented#>

#undocumented#

variable

117

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakcollide2 <#undocumented#>

#undocumented#

variable

117

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakdamage1 <value>

flak of this type deals this much damage

variable

15

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakdamage2 <value>

flak of this type deals this much damage

variable

8

-2147483647..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakdelta1 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakdelta2 <#undocumented#>

#undocumented#

float variable

10.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakdrill1 <#undocumented#>

#undocumented#

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakdrill2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakelasticity1 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakelasticity2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakexplcol1 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunflakexplcol2 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunflakexplode1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakexplode2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakextinguish1 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakextinguish2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakguided1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakguided2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakguideddelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakguideddelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakhitpush1 <#undocumented#>

#undocumented#

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakhitpush2 <#undocumented#>

#undocumented#

float variable

25.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakinteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakinteracts2 <#undocumented#>

#undocumented#

variable

3

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaklegdamage1 <#undocumented#>

#undocumented#

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaklegdamage2 <#undocumented#>

#undocumented#

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakminspeed1 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakminspeed2 <#undocumented#>

#undocumented#

float variable

50.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakpartcol1 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunflakpartcol2 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunflakpartlen1 <#undocumented#>

#undocumented#

float variable

7.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakpartlen2 <#undocumented#>

#undocumented#

float variable

7.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakpartsize1 <#undocumented#>

#undocumented#

float variable

0.35

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakpartsize2 <#undocumented#>

#undocumented#

float variable

0.35

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakparttype1 <#undocumented#>

#undocumented#

variable

3

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakparttype2 <#undocumented#>

#undocumented#

variable

3

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakradial1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakradial2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakradius1 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakradius2 <#undocumented#>

#undocumented#

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakreflectivity1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakreflectivity2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakresidual1 <#undocumented#>

#undocumented#

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakresidual2 <#undocumented#>

#undocumented#

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakselfdamage1 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakselfdamage2 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakstunscale1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakstunscale2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakstuntime1 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakstuntime2 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktaperin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktaperin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktaperout1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktaperout2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakteampenalty2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktorsodamage1 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflaktorsodamage2 <#undocumented#>

#undocumented#

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakwaterfric1 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakwaterfric2 <#undocumented#>

#undocumented#

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakwavepush1 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakwavepush2 <#undocumented#>

#undocumented#

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakweight1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakweight2 <#undocumented#>

#undocumented#

float variable

250.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunflakwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragjump1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragjump2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragoffset1 <value>

flak created by this firing action is offset by this distance if it impacts a player before being created

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragoffset2 <value>

flak created by this firing action is offset by this distance if it impacts a player before being created

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragrays1 <value>

when creating flak, create this many projectiles for it

variable

5

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragrays2 <value>

when creating flak, create this many projectiles for it

variable

20

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragrel1 <value>

flak created by this firing action retains this much of its parent relative momentum

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragrel2 <value>

flak created by this firing action retains this much of its parent relative momentum

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragscale1 <value>

flak created by this firing action is scaled by this much

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragscale2 <value>

flak created by this firing action is scaled by this much

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragskew1 <value>

flak created by this firing action spreads its direction randomly by this much when it impacts a player

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragskew2 <value>

flak created by this firing action spreads its direction randomly by this much when it impacts a player

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragspeed1 <value>

flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragspeed2 <value>

flak projectiles from this weapon start with this much speed (may be influenced by fragspread/fragskew and fragrel)

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragspread1 <value>

flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragspread2 <value>

flak created by this firing action spreads its direction randomly by this much if it doesn't impact a player

float variable

0.2

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragtime1 <milliseconds>

flak projectiles from this weapon last this long

variable

250

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragtime2 <milliseconds>

flak projectiles from this weapon last this long

variable

2000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragweap1 <value>

when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)

variable

-1

-1..21

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfragweap2 <value>

when projectiles from this firing action are destroyed, create projectiles from this kind of weapon (+10 = alt fire for the weapon)

variable

14

-1..21

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfrequency <value>

determines the multiplier of itemspawntime in which items of this type respawn in

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfullauto1 <bool>

determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunfullauto2 <bool>

determines if each firing action is fully automatic (click-and-hold) or not (click-and-click)

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunguided1 <value>

determines guided style for a projectile, 0 = off, 1 = follow crosshair direction, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target), 6 = direct toward first crosshair direction

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunguided2 <value>

determines guided style for a projectile, 0 = off, 1 = follow crosshair direction, 2 = home crosshair target (+1 only first target), 4 = home projectile target (+1 only first target), 6 = direct toward first crosshair direction

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunguideddelay1 <milliseconds>

when more than zero, projectiles from this weapon will delay guided settings by this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunguideddelay2 <milliseconds>

when more than zero, projectiles from this weapon will delay guided settings by this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunheadmin1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunheadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunhithairtex <#undocumented#>

#undocumented#

string variable

crosshairs/cross-02-hit

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE

shotgunhitpush1 <value>

multiplier of damage for a projectile or explosion of each firing action impacting a player

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunhitpush2 <value>

multiplier of damage for a projectile or explosion of each firing action impacting a player

float variable

25.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguninteracts1 <#undocumented#>

#undocumented#

variable

1

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguninteracts2 <#undocumented#>

#undocumented#

variable

3

0..3

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunkickpush1 <value>

determines the amount of pushback from shooting each firing action

float variable

50.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunkickpush2 <value>

determines the amount of pushback from shooting each firing action

float variable

75.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunlaser <value>

determines if this weapon has a laser pointer which is projected to the point where the player is aiming

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunlegdamage1 <value>

determines the multiplier of damage for leg shots

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunlegdamage2 <value>

determines the multiplier of damage for leg shots

float variable

0.3

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunlimspeed1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunlimspeed2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunmax <value>

the maximum amount the clip of this weapon can hold, can never be higher than default

variable

10

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunminspeed1 <#undocumented#>

#undocumented#

float variable

25.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunminspeed2 <#undocumented#>

#undocumented#

float variable

25.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunmodes <#undocumented#>

#undocumented#

variable

-64

-255..255

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunmuts <#undocumented#>

#undocumented#

variable

-56

-131071..131071

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunname <#undocumented#>

#undocumented#

string variable

shotgun

n/a

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunpartcol1 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunpartcol2 <#undocumented#>

#undocumented#

variable

0xF0F020

0xFFFFFFFD..0xFFFFFF

IDF_REWRITE IDF_COMPLETE IDF_CLIENT IDF_HEX

shotgunpartlen1 <value>

determines the maximum tape particle length of a projectile from each firing action

float variable

25.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunpartlen2 <value>

determines the maximum tape particle length of a projectile from each firing action

float variable

15.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunpartsize1 <value>

determines the maximum particle size of a projectile from each firing action

float variable

0.65

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunpartsize2 <value>

determines the maximum particle size of a projectile from each firing action

float variable

0.45

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunparttype1 <#undocumented#>

#undocumented#

variable

3

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunparttype2 <#undocumented#>

#undocumented#

variable

3

0..10

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunpower1 <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

shotgunpower2 <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

shotgunprojdelay1 <milliseconds>

when more than zero, projectiles from this weapon will be delayed this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunprojdelay2 <milliseconds>

when more than zero, projectiles from this weapon will be delayed this long

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxdelay1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxdelay2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxdist1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxdist2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxtime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxtime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxtype1 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunproxtype2 <#undocumented#>

#undocumented#

variable

0

0..2

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunradial1 <milliseconds>

determines the time between ticks of "continuous" radial damage, starts counting from first "radiation"

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunradial2 <milliseconds>

determines the time between ticks of "continuous" radial damage, starts counting from first "radiation"

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunradius1 <value>

determines the size for a projectile of each firing action

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunradius2 <value>

determines the size for a projectile of each firing action

float variable

1.0

1e-06..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunrays1 <value>

the amount of projectiles spawned from one shot of each firing action

variable

10

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunrays2 <value>

the amount of projectiles spawned from one shot of each firing action

variable

1

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunreflectivity1 <angle>

guard angle for a projectile of each firing action when doing a bounce event

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunreflectivity2 <angle>

guard angle for a projectile of each firing action when doing a bounce event

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunrelativity1 <value>

multiplier of player velocity added to a projectile of each firing action

float variable

0.05

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunrelativity2 <value>

multiplier of player velocity added to a projectile of each firing action

float variable

0.75

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunreloaddelay <milliseconds>

the time it takes for the weapon to reload one 'add' unit

variable

750

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunreloads <bool>

determines if this weapon can reload

variable

-1

-1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunresidual1 <bool>

determines if a projectile from each firing action has a residual effect; 0 = off, 1 = burns, 2 = bleeds

variable

0

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunresidual2 <bool>

determines if a projectile from each firing action has a residual effect; 0 = off, 1 = burns, 2 = bleeds

variable

2

0..7

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunselfdamage1 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunselfdamage2 <#undocumented#>

#undocumented#

float variable

0.5

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspeed1 <value>

the speed of a projectile from each firing action

variable

1250

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspeed2 <value>

the speed of a projectile from each firing action

variable

250

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspread1 <value>

determines the amount a projectile from each firing action skews off-center

float variable

6.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspread2 <value>

determines the amount a projectile from each firing action skews off-center

float variable

3.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspreadmax1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspreadmax2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspreadmin1 <#undocumented#>

#undocumented#

float variable

16.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspreadmin2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspreadz1 <value>

when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunspreadz2 <value>

when zero, keeps spread projectiles aligned horizontally, else divide the z axis this much

float variable

4.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunstunfall1 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunstunfall2 <#undocumented#>

#undocumented#

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunstunscale1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunstunscale2 <#undocumented#>

#undocumented#

float variable

0.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunstuntime1 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunstuntime2 <#undocumented#>

#undocumented#

variable

100

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunsub1 <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

shotgunsub2 <value>

the amount taken from the clip for each firing action, set to zero for unlimited ammo

variable

2

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntaper1 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntaper2 <#undocumented#>

#undocumented#

variable

0

0..6

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntaperin1 <value>

determines the fraction of the lifetime from the start until the projectile reaches its full size

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntaperin2 <value>

determines the fraction of the lifetime from the start until the projectile reaches its full size

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntaperout1 <value>

determines the fraction of the lifetime from the end where the projectile size "fades out"

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntaperout2 <value>

determines the fraction of the lifetime from the end where the projectile size "fades out"

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunteamdamage1 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunteamdamage2 <#undocumented#>

#undocumented#

float variable

1.0

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunteampenalty1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunteampenalty2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntex <#undocumented#>

#undocumented#

string variable

<grey>textures/weapons/shotgun

n/a

IDF_PERSIST IDF_COMPLETE IDF_TEXTURE IDF_GAMEPRELOAD

shotguntime1 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

450

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntime2 <milliseconds>

the maximum lifetime of a projectile for each firing action

variable

5000

1..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntorsodamage1 <value>

determines the multiplier of damage for torso shots

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntorsodamage2 <value>

determines the multiplier of damage for torso shots

float variable

0.6

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntrace1 <value>

determines the multiplier of length to apply to traced weapons

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotguntrace2 <value>

determines the multiplier of length to apply to traced weapons

float variable

1.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunvisfade1 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunvisfade2 <#undocumented#>

#undocumented#

float variable

1.0

0.0..1.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunvistime1 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunvistime2 <#undocumented#>

#undocumented#

variable

0

0..2147483646

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunwaterfric1 <value>

multiplier of velocity for a projectile of each firing action when in water

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunwaterfric2 <value>

multiplier of velocity for a projectile of each firing action when in water

float variable

2.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunwavepush1 <value>

determines the multiplier of explode radius this weapon pushes in

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunwavepush2 <value>

determines the multiplier of explode radius this weapon pushes in

float variable

1.5

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunweight1 <value>

relative weight for a projectile of each firing action

float variable

0.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunweight2 <value>

relative weight for a projectile of each firing action

float variable

250.0

0.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunwhipdamage1 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunwhipdamage2 <#undocumented#>

#undocumented#

float variable

0.8

-1000000.0..1000000.0

IDF_REWRITE IDF_COMPLETE IDF_CLIENT

shotgunzooms <bool>

determines if the secondary action on this weapon zooms

variable

0

0..1

IDF_REWRITE IDF_COMPLETE IDF_CLIENT