### Generic Weapon Info This structure is reused for various offensive items. **Generic Weapon Info** (`COMBAT_DATA_FIELDS` macro) (8 bytes) 0000 sint16 Damage 0002 byte Offence value 0003 byte Damage type 0004 byte Special damage type 0005 [2]byte Unused 0007 uint8 Armour penetration The `offence value` is compared to the defence value of the target object. See [Common Object Properties](../fileFormat/PropertyFiles.md#common-table) for details. If `Armour penetration` is equal or higher than the `Armour` value of the object being hit, the full `Damage` is applied. Otherwise, the difference is subtracted from `Damage`. If the resulting value reaches 0 or lower, "No Damage" is displayed. `Special damage type` matches the `Special vulnerabilities` sub-fields from [Common Object Properties](../fileFormat/PropertyFiles.md#common-table); It is split up into `0x0F` primary damage (double damage) and `0xF0` super damage (quad damage). > Similar to the vulnerabilities in the common object properties, the damage type is a single 32bit value from `0003` in the source. **Damage Type Bitfield** (1 byte) 0x01 Explosion (impact) 0x02 Energy 0x04 Magnetic (EMP) 0x08 Radiation 0x10 Gas 0x20 Tranquilizer 0x40 Needle 0x80 Bio