mirror of
https://github.com/lifestorm/wnsrc.git
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65 lines
1.5 KiB
Lua
65 lines
1.5 KiB
Lua
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--[[
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| This file was obtained through the combined efforts
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| of Madbluntz & Plymouth Antiquarian Society.
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| Credits: lifestorm, Gregory Wayne Rossel JR.,
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| Maloy, DrPepper10 @ RIP, Atle!
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| Visit for more: https://plymouth.thetwilightzone.ru/
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--]]
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local AmmoTypes = {}
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--
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-- Called by modders to add a new ammo type.
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-- Ammo types aren't something you can add on the fly. You have one
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-- opportunity during loadtime. The ammo types should also be IDENTICAL on
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-- server and client.
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-- If they're not you will receive errors and maybe even crashes.
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--
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--
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-- game.AddAmmoType(
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-- {
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-- name = "customammo",
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-- dmgtype = DMG_BULLET,
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-- tracer = TRACER_LINE_AND_WHIZ,
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-- plydmg = 20,
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-- npcdmg = 20,
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-- force = 100,
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-- minsplash = 10,
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-- maxsplash = 100
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-- })
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--
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function game.AddAmmoType( tbl )
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if ( !isstring( tbl.name ) ) then
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ErrorNoHalt( "bad argument #1 to 'AddAmmoType' ('name' key expected a string, got " .. type( tbl.name ) .. ")\n" )
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return
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end
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local name = string.lower( tbl.name )
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for id, ammo in ipairs( AmmoTypes ) do
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if ( name == string.lower( ammo.name ) ) then
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AmmoTypes[ id ] = tbl
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return
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end
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end
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table.insert( AmmoTypes, tbl )
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end
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--
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-- Called by the engine to retrive the ammo types.
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-- You should never have to call this manually.
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--
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function game.BuildAmmoTypes()
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--
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-- Sort the table by name here to assure that the ammo types
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-- are inserted in the same order on both server and client
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--
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table.SortByMember( AmmoTypes, "name", true )
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return AmmoTypes
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end
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