Regular weapons lose normal ammo, and weapons use scripted ammo. Some weapons instead of ammo have a power charge that recharges automatically and does not require reloading from the player.
Weapons retain their ammo when ejected.
Weapons that have secondary modes can be used. For example silencer improves accuracy on USP, M4A1 (On my settings)
You can also set your own settings for weapons, they are in the file
around line 300. There are examples.
Bullets can have their own color, size, damage, speed, explosiveness, etc. It depends on the weapon.
Bullets do not ignore armor and count when taking damage
Bullets also work on buildings, NPCs, and breakables.
There are also two types of explosion: Impulse, Electric.
Impulse: Like a regular explosion but with fixed damage.
Electric: Ignores walls, deals damage to kelvar (ignores other armor). Also blinds and deals one damage (Can be disabled in the settings)
These explosions also have color, size and damage.
They can be on bullets and grenades.
HE emits momentum when interacting with surfaces.
The smoke grenade creates an electrical burst for 2 seconds.
The flash grenade also emits a single electrical burst when it explodes.
Explosions also affect on buildings, NPCs.
Other information is in inside the script.