Here are all the possible weapon flags and their descriptions:
#define WIF_HOMING_HEAT (1 << 0) // if set, this weapon homes via seeking heat
#define WIF_HOMING_ASPECT (1 << 1) // if set, this weapon homes via chasing aspect
#define WIF_ELECTRONICS (1 << 2) // Takes out electronics systems.
#define WIF_SPAWN (1 << 3) // Spawns projectiles on detonation.
#define WIF_REMOTE (1 << 4) // Can be remotely detonated by parent.
#define WIF_PUNCTURE (1 << 5) // Punctures armor, damaging subsystems.
#define WIF_SUPERCAP (1 << 6) // This is a weapon which does supercap class damage (meaning, it applies real damage to supercap ships)
#define WIF_AREA_EFFECT (1 << 7) // Explosion has an area effect
#define WIF_SHOCKWAVE (1 << 8) // Explosion has a shockwave
#define WIF_TURNS (1 << 9) // Set this if the weapon ever changes heading. If you
// don't set this and the weapon turns, collision detection
// won't work, I promise!
#define WIF_SWARM (1 << 10) // Missile "swarms".. ie changes heading and twists on way to target
#define WIF_TRAIL (1 << 11) // Has a trail
#define WIF_BIG_ONLY (1 << 12) // Only big ships (cruiser, capital, etc.) can arm this weapon
#define WIF_CHILD (1 << 13) // No ship can have this weapon. It gets created by weapon detonations.
#define WIF_BOMB (1 << 14) // Bomb-type missile, can be targeted
#define WIF_HUGE (1 << 15) // Huge damage (generally 500+), probably only fired at huge ships.
#define WIF_NO_DUMBFIRE (1 << 16) // Missile cannot be fired dumbfire (ie requires aspect lock)
#define WIF_THRUSTER (1 << 17) // Has thruster cone and/or glow
#define WIF_IN_TECH_DATABASE (1 << 18)
#define WIF_PLAYER_ALLOWED (1 << 19) // allowed to be on starting wing ships/in weaponry pool
#define WIF_BOMBER_PLUS (1 << 20) // Fire this missile only at a bomber or big ship. But not a fighter.
#define WIF_CORKSCREW (1 << 21) // corkscrew style missile
#define WIF_PARTICLE_SPEW (1 << 22) // spews particles as it travels
#define WIF_EMP (1 << 23) // weapon explodes with a serious EMP effect
#define WIF_ENERGY_SUCK (1 << 24) // energy suck primary (impact effect)
#define WIF_FLAK (1 << 25) // use for big-ship turrets - flak gun
#define WIF_BEAM (1 << 26) // if this is a beam weapon : NOTE - VERY SPECIAL CASE
#define WIF_TAG (1 << 27) // this weapon has a tag effect when it hits
#define WIF_SHUDDER (1 << 28) // causes the weapon to shudder. shudder is proportional to the mass and damage of the weapon
#define WIF_MFLASH (1 << 29) // has muzzle flash
#define WIF_LOCKARM (1 << 30) // if the missile was fired without a lock, it does significanlty less damage on impact
#define WIF_STREAM (1 << 31) // handled by "trigger down/trigger up" instead of "fire - wait - fire - wait"
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