-const int WEP_TYPE_OTHER = 0x00; // not for damaging people
-const int WEP_TYPE_SPLASH = 0x01; // splash damage
-const int WEP_TYPE_HITSCAN = 0x02; // hitscan
-const int WEP_TYPEMASK = 0x0F;
-const int WEP_FLAG_CANCLIMB = 0x10; // can be used for movement
-const int WEP_FLAG_NORMAL = 0x20; // in "most weapons" set
-const int WEP_FLAG_HIDDEN = 0x40; // hides from menu
-const int WEP_FLAG_RELOADABLE = 0x80; // can has reload
-const int WEP_FLAG_SUPERWEAPON = 0x100; // powerup timer
-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)
+const int WEP_TYPE_OTHER = BIT(0); // not for damaging people
+const int WEP_TYPE_SPLASH = BIT(1); // splash damage
+const int WEP_TYPE_HITSCAN = BIT(2); // hitscan
+const int WEP_FLAG_CANCLIMB = BIT(3); // can be used for movement
+const int WEP_FLAG_NORMAL = BIT(4); // in "most weapons" set
+const int WEP_FLAG_HIDDEN = BIT(5); // hides from menu
+const int WEP_FLAG_RELOADABLE = BIT(6); // can has reload
+const int WEP_FLAG_SUPERWEAPON = BIT(7); // powerup timer
+const int WEP_FLAG_MUTATORBLOCKED = BIT(8); // hides from impulse 99 etc. (mutators are allowed to clear this flag)
+const int WEP_TYPE_MELEE_PRI = BIT(9); // primary attack is melee swing (for animation)
+const int WEP_TYPE_MELEE_SEC = BIT(10); // secondary attack is melee swing (for animation)
+const int WEP_FLAG_DUALWIELD = BIT(11); // weapon can be dual wielded
+const int WEP_FLAG_NODUAL = BIT(12); // weapon doesn't work well with dual wielding (fireball etc just explode on fire), doesn't currently prevent anything
+const int WEP_FLAG_PENETRATEWALLS = BIT(13); // weapon has high calibur bullets that can penetrate thick walls (WEAPONTODO)
+const int WEP_FLAG_BLEED = BIT(14); // weapon pierces and causes bleeding (used for damage effects)
+const int WEP_FLAG_NOTRUEAIM = BIT(15); // weapon doesn't aim directly at targets
+const int WEP_FLAG_SPECIALATTACK = BIT(16); // marked as a special attack (not a true weapon), hidden from most weapon lists