const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation)
const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation)
const int WEP_FLAG_MUTATORBLOCKED = 0x200; // hides from impulse 99 etc. (mutators are allowed to clear this flag)
const int WEP_TYPE_MELEE_PRI = 0x400; // primary attack is melee swing (for animation)
const int WEP_TYPE_MELEE_SEC = 0x800; // secondary attack is melee swing (for animation)
+const int WEP_FLAG_DUALWIELD = 0x1000; // weapon can be dual wielded
+const int WEP_FLAG_NODUAL = 0x2000; // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
+const int WEP_FLAG_PENETRATEWALLS = 0x4000; // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)