The first weapon listed in the definitions.txt file is used for the
defaults for the rest of the weapons.
This means that any option you don't set in the other weapons will
default to whatever that setting is in the first weapon in the list.

I hope that makes sense.

Following is an example weapon definition and then a brief
description of each keyword:

----------------------------
WeaponDefinition:
        Name: Small Missile
        Description: Produces a low impact explosion
        Cost: 1500
        BundlesOf: 10
        WeaponType: Ballistic
        Mass: 10
        Drag: 0.2
        ExplosionRadius: 25
        ObjectRadius: 0
        SoundNumber: 0
        ETime: 2
        Damage: 30
        EFrames: 0
        InGameImage: 0
        Spread: 1
        Delay: 0
        DetonationType: Explosion
        PhysicsType: Normal
        Trigger: Collision
        TechLevel: 0
        Warhead: 0
        NumSubmunitions: 0
        Submunition: None
        ImpartVelocity: 0
        Divergence: 0
        SpreadVariation: 0
        LaunchSpeed: 0
        SpeedVariation: 0
        Countdown: -1
        CountVariation: 0
EndWeaponDefinition:
----------------------------

WeaponDefinition - Introduces a weapon definition
Name - The name of the weapon as it appears in the game
Description - The description as it appears in the game
Cost - Cost to buy on bundle
BundlesOf - Number of 'shots' in one bundle
WeaponType - Ballistic or Beam
Mass - The mass of the missile
Drag - Air resistance (higher numbers give greater drag)
Damage - Amount of damage done by the explosion
ExplosionRadius - The radius covered when the missile explodes
ObjectRadius - The radius of the missile
SoundNumber - The sound made by the missile
ETime - Relates to the speed of the explosion
EFrames - Can't remember right now, related to ETime
InGameImage - The image used for the missile within the rounds
Spread - Number of missiles launched when you press fire
Delay - Not used, intended for multiple missiles with a delay between each
DetonationType - None, Explosion, Shaped Horizontal, Erase Wedge, Earthquake,
			Slow Burn, Erase, Dirt
PhysicsType - Normal, AntiGrav, Roll, Electricity, Lazer
Subterranean - No, Sink, Float
Gravity - Yes, No
Trigger - None, Instant, Collision, Resurface, Zenith, ComeToRest
TechLevel - Tech level at which these become available
Warhead - (Currently) Whether these are available for purchase
NumSubmunitions - Number of submunitions launched on detonation
Submunition - Type of weapon to launch on detonation.
		This is either None or the Name of another weapon.
		The weapon must be listed before this one in the definitions.
ImpartVelocity - 0.0 to 1.0, the multiple of this weapon's velocity to add to
			the submunition's velocity on detonation.
Divergence - The total angle covered by the submunitions.
SpreadVariation - 0.0 to 1.0, the amount by which the launch angle of each can
			vary randomly.
LaunchSpeed - The speed at which submunitions are launched on detonation.
SpeedVariation - 0.0 to 1.0, the amount by which the launch speed can vary
			randomly.
Countdown - The number of frames which shall pass before the
			missile detonates.
CountVariation - 0.0 to 1.0, the amount the Countdown can vary.
EndWeaponDefinition - The end of the weapon definition


Written 17th Feb 2004 - Tom Hudson
