--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| 	Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]


local AmmoTypes = {}

--
-- Called by modders to add a new ammo type.
-- Ammo types aren't something you can add on the fly. You have one
-- opportunity during loadtime. The ammo types should also be IDENTICAL on 
-- server and client. 
-- If they're not you will receive errors and maybe even crashes.
--
--
--		game.AddAmmoType( 
--		{
--			name		=	"customammo",
--			dmgtype		=	DMG_BULLET,
--			tracer		=	TRACER_LINE_AND_WHIZ,
--			plydmg		=	20,
--			npcdmg		=	20,
--			force		=	100,
--			minsplash	=	10,
--			maxsplash	=	100
--		})
--
function game.AddAmmoType( tbl )
	if ( !isstring( tbl.name ) ) then
		ErrorNoHalt( "bad argument #1 to 'AddAmmoType' ('name' key expected a string, got " .. type( tbl.name ) .. ")\n" )
		return
	end

	local name = string.lower( tbl.name )

	for id, ammo in ipairs( AmmoTypes ) do
		if ( name == string.lower( ammo.name ) ) then
			AmmoTypes[ id ] = tbl
			return
		end
	end

	table.insert( AmmoTypes, tbl )
end

--
-- Called by the engine to retrive the ammo types. 
-- You should never have to call this manually.
--
function game.BuildAmmoTypes()
	--
	-- Sort the table by name here to assure that the ammo types
	--  are inserted in the same order on both server and client
	--
	table.SortByMember( AmmoTypes, "name", true )

	return AmmoTypes
end
