zombiesurvival-evolved/gamemodes/zombiesurvival/gamemode/ammoexpand/shared/sh_expand.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

81 lines
2.1 KiB
Lua

-- Weapons right now don't need this system. Only used for components.
CUSTOM_AMMO = {}
local CUSTOM_AMMO = CUSTOM_AMMO
local CUSTOM_AMMO_NUM = 128
local M_Weapon = FindMetaTable("Weapon")
local M_Player = FindMetaTable("Player")
local M_Entity = FindMetaTable("Entity")
local E_GetTable = M_Entity.GetTable
local old_game_AddAmmoType = game.AddAmmoType
local old_game_GetAmmoID = game.GetAmmoID
local old_game_GetAmmoMax = game.GetAmmoMax
local old_game_GetAmmoName = game.GetAmmoName
local old_Weapon_GetPrimaryAmmoType = M_Weapon.GetPrimaryAmmoType
local old_Weapon_GetSecondaryAmmoType = M_Weapon.GetSecondaryAmmoType
local old_Player_GetAmmoCount = M_Player.GetAmmoCount
local added = 0
function game.AddAmmoType(data)
added = added + 1
if added < 35 then
--print('adding ' .. data.name .. ' via old')
old_game_AddAmmoType(data)
else
--print('adding ' .. data.name .. ' via new')
game.AddExpandedAmmoType(data)
end
end
function game.AddExpandedAmmoType(data)
CUSTOM_AMMO_NUM = CUSTOM_AMMO_NUM + 1
data.index = CUSTOM_AMMO_NUM
data.maxcarry = data.maxcarry or 9999
CUSTOM_AMMO[CUSTOM_AMMO_NUM] = data
CUSTOM_AMMO[data.name] = data
end
function game.GetAmmoID(name)
return CUSTOM_AMMO[name] and CUSTOM_AMMO[name].index or old_game_GetAmmoID(name)
end
function game.GetAmmoMax(name)
return CUSTOM_AMMO[name] and CUSTOM_AMMO[name].maxcarry or old_game_GetAmmoMax(name)
end
function game.GetAmmoName(id)
return CUSTOM_AMMO[id] and CUSTOM_AMMO[id].name or old_game_GetAmmoName(id)
end
function M_Weapon:GetPrimaryAmmoType()
local t = E_GetTable(self)
if t.Primary and t.Primary.Ammo and CUSTOM_AMMO[t.Primary.Ammo] then return CUSTOM_AMMO[t.Primary.Ammo].index end
return old_Weapon_GetPrimaryAmmoType(self)
end
function M_Weapon:GetSecondaryAmmoType()
local t = E_GetTable(self)
if t.Secondary and t.Secondary.Ammo and CUSTOM_AMMO[t.Secondary.Ammo] then return CUSTOM_AMMO[t.Secondary.Ammo].index end
return old_Weapon_GetSecondaryAmmoType(self)
end
--[[function M_Weapon:HasAmmo()
-- TODO
end
function M_Weapon:Clip1()
-- TODO
end
function M_Weapon:Clip2()
-- TODO
end]]