--[[ | 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