What a weapon is, rather than what Lara has of it.
None of this differs between the inventory she carries and the one a level
keeps for her, so it belongs to neither: what she holds and how many shots she
has are trx.inventory.
trx.weapons.is_available(weapon)
Whether the game allows this weapon at all. The game flow can keep one out, and
a cheat that hands it over anyway leaves Lara with a gun the level was built
without.
Parameters:
weapon (trx.catalog.weapons). Which weapon. UNKNOWN and UNARMED raise, and so does anything outside the table; FLARE and SKIDOO are taken, being held the way a weapon is.Returns: boolean. True where this game has the weapon at all.
trx.weapons.object(weapon)
The pickup the weapon is, for handing it to trx.inventory:give.
Parameters:
weapon (trx.catalog.weapons). Which weapon. UNKNOWN and UNARMED raise, and so does anything outside the table; FLARE and SKIDOO are taken, being held the way a weapon is.Returns: trx.catalog.objects. The object id, or nil if this game has no such weapon.
Example:
trx.inventory:give(trx.weapons.object(trx.catalog.weapons.SHOTGUN))
trx.weapons.shots_per_box(weapon)
How many shots one box of ammunition for it is worth.
Parameters:
weapon (trx.catalog.weapons). Which weapon. UNKNOWN and UNARMED raise, and so does anything outside the table; FLARE and SKIDOO are taken, being held the way a weapon is.Returns: integer. Shots, not rounds.