local weapons = { amGrenade, amClusterBomb, amBazooka, amBee, amShotgun,
amMine, amDEagle, amDynamite, amFirePunch, amWhip, amPickHammer,
amBaseballBat, amAirAttack, amMineStrike, amTeleport, amMortar, amCake,
amSeduction, amWatermelon, amHellishBomb, amNapalm, amDrill, amBallgun,
amRCPlane, amSniperRifle, amMolotov, amBirdy, amBlowTorch,
amGasBomb, amFlamethrower, amSMine, amHammer, amDrillStrike }
local lastRound = -1
local weapon = 0
function onGameInit()
GameFlags = band(bor(GameFlags, gfResetWeps), bnot(gfInfAttack + gfPerHogAmmo))
end
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amParachute, 0, 1, 0, 1)
SetAmmo(amGirder, 0, 1, 0, 2)
SetAmmo(amSwitch, 0, 1, 0, 1)
SetAmmo(amLowGravity, 0, 1, 0, 1)
SetAmmo(amExtraDamage, 0, 1, 0, 1)
SetAmmo(amInvulnerable, 0, 1, 0, 1)
SetAmmo(amExtraTime, 0, 1, 0, 1)
SetAmmo(amLaserSight, 0, 1, 0, 1)
SetAmmo(amVampiric, 0, 1, 0, 1)
SetAmmo(amJetpack, 0, 1, 0, 1)
SetAmmo(amPortalGun, 0, 1, 0, 1)
SetAmmo(amResurrector, 0, 1, 0, 1)
for i, w in pairs(weapons) do
SetAmmo(w, 0, 0, 0, 1)
end
end
function onNewTurn()
if lastRound ~= TotalRounds then
weapon = GetRandom(table.maxn(weapons)) + 1
lastRound = TotalRounds
end
AddAmmo(CurrentHedgehog, weapons[weapon])
end