📁Source

REFINE-AMBULANCE FILE

  • To preview the file before buying it, click this LINK.

Configurations

Config = {}

Config.Framework = 'es_extended' -- qb-core for QB CORE user

Config.ReviveJob = true -- FirstAid Item Restriction

Config.OxInventory = true -- make this false if your not using ox_inventory This is for QBCore Users

-- Deathscreen 
    -- Don't forget to change the Config.Languange key as well
-- keybind link 
    -- https://docs.fivem.net/docs/game-references/controls/
Config.GButton = 47
Config.EButton = 38

Config.EyeTarget = true -- make this if you are using Eye Target that Interaction
Config.FallAnim = true -- make this to false if you want to disable the fall animation
Config.Wounding = true -- make this to false if you want to disable bleeding and Limping State
Config.Limping = true -- make this false if you want to stop ragdoll when got shot in the leg

Config.CameraShake = 0.08 -- change this float to increase/decrease camera shake 
Config.NewQBinv = false -- change this if you are using latest inventory of QBcore 2024
Config.NewQbexport = 'qb-inventory'
Config.Webhooks = {
    ['laststand'] = 'https://discord.com/api/',
    ['death'] = 'https://discord.com/api/',
    ['hit'] = 'https://discord.com/api/',
    ['hack'] = 'https://discord.com/api/',
}

Config.HookUser = 'refine-hp'

Config.WebSetup = {
    ['user_name'] = 'Refined Ambulance',
    ['name'] = 'Refined Ambulance',
    ['author'] = 'REFINED NETWORK',
    ['icon_url'] = 'https://i.imgur.com/o8QolgC.png',
}

Config.ZoneDebug = false                                     --Polyzeon Debug
Config.Interact = 'refine-interact'                          --Interaction Folder Name    
Config.MinimalDoctors = 1                                   -- How many players with the ambulance job to prevent the hospital check-in system from being used
Config.DocCooldown = 1                                       -- Cooldown between doctor calls allowed, in minutes
Config.WipeInventoryOnRespawn = true                         -- Enable or disable removing all the players items when they respawn at the hospital

Config.DeathCam = true                                       -- This is Cool, But Use Wisely
Config.DeathAnim = true                                      -- Two Option of Revive Animation Choose Wisely <3
Config.DeathBlur = true                                      -- BlurScreen on Death Count Timer
Config.BodyBag = 'xm_prop_body_bag'                          -- Body Bag Prop Name

Config.BillCost = 2000                                       -- Price that players are charged for using the hospital check-in system
Config.DeathTime = 300                                       -- How long the timer is for players to bleed out completely and respawn at the hospital
Config.ReviveInterval = 360                                  -- How long the timer is for players to revive a player in laststand
Config.MinimumRevive = 300                                   -- How long the timer is for players to revive a player in laststand
Config.PainkillerInterval = 60                               -- Set the length of time painkiller last (per one)
Config.HealthDamage = 5                                      -- Minumum damage done to health before checking for injuries
Config.ArmorDamage = 5                                       -- Minumum damage done to armor before checking for injuries
Config.ForceInjury = 35                                      -- Maximum amount of damage a player can take before limb damage & effects are forced to occur
Config.AlwaysBleedChance = 70                                -- Set the chance out of 100 that if a player is hit with a weapon, that also has a random chance, it will cause bleeding
Config.MessageTimer = 12                                     -- (In Seconds) to display limb/bleed message

Config.BedTimer = 30                                         -- (In Seconds) to be healed after check-in
Config.BedCam = {x = 0.5, y = -1.0, z = -0.3}
Config.Dict = 'anim@gangops@morgue@table@'
Config.Anim = 'body_search'

Config.CloseStatus = 'G'                                     -- Close the Status after you Check
Config.BleedTickRate = 30                                    -- How much time, in seconds, between bleed ticks
Config.BleedMovementTick = 10                                -- How many seconds is taken away from the bleed tick rate if the player is walking, jogging, or sprinting
Config.BleedMovementAdvance = 3                              -- How much time moving while bleeding adds
Config.BleedTickDamage = 8                                   -- The base damage that is multiplied by bleed level everytime a bleed tick occurs

Config.FadeOutTimer = 2                                      -- How many bleed ticks occur before fadeout happens
Config.BlackoutTimer = 10                                    -- How many bleed ticks occur before blacking out
Config.AdvanceBleedTimer = 10                                -- How many bleed ticks occur before bleed level increases
Config.HeadInjuryTimer = 30                                  -- (In Seconds) head injury effects chance occur
Config.ArmInjuryTimer = 30                                   -- (In Seconds) arm injury effects chance occur
Config.LegInjuryTimer = 15                                   -- (In Seconds) leg injury effects chance occur
Config.HeadInjuryChance = 25                                 -- (In Percent) head injury side-effects get applied
Config.LegInjuryChance = {                                   -- (In Percent) leg injury side-effects get applied
    Running = 50,
    Walking = 15
}

Config.MajorArmoredBleedChance = 45 -- (In Percent) a player will get a bleed effect when taking heavy damage while wearing armor
Config.MaxInjuryChanceMulti = 3     -- How many times the HealthDamage value above can divide into damage taken before damage is forced to be applied
Config.DamageMinorToMajor = 35      -- How much damage would have to be applied for a minor weapon to be considered a major damage event. Put this at 100 if you want to disable it
Config.AlertShowInfo = 2            -- How many injuries a player must have before being alerted about them
Config.Reset = false                -- Make it true if you want to fully Reset Character Injuries

-- Ped Interaction
Config.Invincible = true --Do you want the peds to be invincible?
Config.Frozen = true --Do you want the peds to be unable to move? It's probably a yes, so leave true in there.
Config.Stoic = true --Do you want the peds to react to what is happening in their surroundings?
Config.Fade = true-- Do you want the peds to fade into/out of existence? It looks better than just *POP* its there.
Config.Distance = 15.0 --The distance you want peds to spawn at
Config.MinusOne = true

Config.Locations = {                -- Edit the various interaction points for players or create new ones
    ['checking'] = {
        [1] = {
                model = "s_m_m_doctor_01",
                coords = vector3(308.51, -596.46, 43.29), --PALETO BAY MECHANIC
                heading = 16.49, 
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              },
        [2] = {
                model = "s_m_m_doctor_01",
                coords = vector3(-254.54, 6331.78, 32.43), --PALETO BAY MECHANIC
                heading = 20.0, 
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              }, -- paleto
    },
    ['duty'] = {
        [1] = {
                model = "s_m_m_doctor_01",
                coords = vector3(305.19, -597.91, 43.29), --PALETO BAY MECHANIC
                heading = 74.73, 
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              },
        [2] = {
                model = "s_m_m_doctor_01",
                coords = vector3(-254.88, 6324.5, 32.58), --PALETO BAY MECHANIC
                heading = 20.0, 
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              },
    },
    ['vehicle'] = {
        [1] = {
                vehicle = vector4(294.578, -574.761, 43.179, 35.79),
                model = "s_m_m_ciasec_01",
                coords = vector3(299.6, -571.56, 43.26),
                heading = 134.23, 
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              },
        [2] = {
                vehicle = vector4(-234.28, 6329.16, 32.15, 222.5),
                model = "s_m_m_ciasec_01",
                coords = vector3(-234.28, 6329.16, 32.15),
                heading = 20.0, 
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              },
    },
    ['helicopter'] = {
        [1] = {
                vehicle = vector4(351.58, -587.45, 74.16, 160.5),
                model = "s_m_y_pilot_01",
                coords = vector3(347.5, -576.98, 74.17),
                heading = 208.56,
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              },
        [2] = {
                vehicle = vector4(-475.43, 5988.353, 31.716, 31.34),
                model = "s_m_y_pilot_01",
                coords = vector3(-475.43, 5988.353, 31.7165),
                heading = 20.0, 
                gender = "male", 
                animDict = "missbigscore2aig_3", 
                animName = "wait_for_van_c",
                isRendered = false,
                ped = nil,
              },
    },
    ['armory'] = {
        [1] = vector3(310.22, -599.91, 43.32),
        [2] = vector3(-245.13, 6315.71, 32.82),
    },
    ['roof'] = {
        [1] = vector3(338.28, -583.71, 74.32),
    },
    ['main'] = {
        [1] = vector3(326.17, -597.83, 43.99),
    },
    ['stash'] = {
        [1] = vector3(310.66, -597.01, 43.07),
    },
    ['beds'] = {
        { coords = vector4(353.1, -584.6, 43.11, 152.08),    taken = false  },
        { coords = vector4(356.79, -585.86, 43.11, 152.08),  taken = false  },
        { coords = vector4(354.12, -593.12, 43.1, 336.32),   taken = false  },
        { coords = vector4(350.79, -591.8, 43.1, 336.32),    taken = false  },
        { coords = vector4(346.99, -590.48, 43.1, 336.32),   taken = false  },
        { coords = vector4(360.32, -587.19, 43.02, 152.08),  taken = false  },
        { coords = vector4(349.82, -583.33, 43.02, 152.08),  taken = false  },
        { coords = vector4(326.98, -576.17, 43.02, 152.08),  taken = false  },
        --- paleto
        { coords = vector4(-252.43, 6312.25, 32.34, 313.48), taken = false  },
        { coords = vector4(-247.04, 6317.95, 32.34, 134.64), taken = false  },
        { coords = vector4(-255.98, 6315.67, 32.34, 313.91), taken = false  },
    },
    ['jailbeds'] = {
        { coords = vector4(1761.96, 2597.74, 45.66, 270.14), taken = false  },
        { coords = vector4(1761.96, 2591.51, 45.66, 269.8),  taken = false  },
        { coords = vector4(1771.8, 2598.02, 45.66, 89.05),   taken = false  },
        { coords = vector4(1771.85, 2591.85, 45.66, 91.51),  taken = false  },
    },
    ['stations'] = {
        { label = 'Hospital', coords = vector3(304.27, -600.33, 43.28) }
    }
}

Config.AuthorizedVehicles = { -- Grade is key, don't add same vehicle in multiple grades. Higher rank can see lower
    [0] = {
        ['ambulance'] = 'Ambulance',
        ['ambulance2'] = 'Ambulance Alpha',
        ['ambulance3'] = 'Ambulance Bravo',
        ['ambulance4'] = 'Ambulance Charlie',
        ['ambulance5'] = 'Ambulance Delta',
        ['ambulance6'] = 'Ambulance Echo',
        ['ambulance7'] = 'Ambulance Foxtrox',
    }
}

Config.AuthorizedHeli = { -- Grade is key, don't add same vehicle in multiple grades. Higher rank can see lower
    [0] = {
        ['polmav'] = 'Polmav',
        ['polmav1'] = 'Polmav Alpha',
        ['polmav2'] = 'Polmav Bravo',
        ['polmav3'] = 'Polmav Charlie',
        ['polmav4'] = 'Polmav Delta',
        ['polmav5'] = 'Polmav Echo',
        ['polmav6'] = 'Polmav Foxtrox',
    }
}

-- this is only for QB Only who use deafault inventory ^_^
Config.Items = { -- Grade is key, don't add same item in multiple grades. Higher rank can see lower
    [0] = {
        { name = 'radio',                   price = 0, amount = 50, info = {}, type = 'item' },
        { name = 'bandage',                 price = 0, amount = 50, info = {}, type = 'item' },
        { name = 'painkiller',             price = 0, amount = 50, info = {}, type = 'item' },
        { name = 'firstaid',                price = 0, amount = 50, info = {}, type = 'item' },
        { name = 'morphine',                price = 0, amount = 50, info = {}, type = 'item' },
        { name = 'bodybag',                 price = 0, amount = 50, info = {}, type = 'item' },
    }
}

Config.Classes = { -- Define gta weapon classe numbers
    ['SMALL_CALIBER'] = 1,
    ['MEDIUM_CALIBER'] = 2,
    ['HIGH_CALIBER'] = 3,
    ['SHOTGUN'] = 4,
    ['CUTTING'] = 5,
    ['LIGHT_IMPACT'] = 6,
    ['HEAVY_IMPACT'] = 7,
    ['EXPLOSIVE'] = 8,
    ['FIRE'] = 9,
    ['SUFFOCATING'] = 10,
    ['OTHER'] = 11,
    ['WILDLIFE'] = 12,
    ['NOTHING'] = 13
}

Config.MinorInjurWeapons = { -- Define which weapons cause small injuries
    [Config.Classes['SMALL_CALIBER']] = true,
    [Config.Classes['MEDIUM_CALIBER']] = true,
    [Config.Classes['CUTTING']] = true,
    [Config.Classes['WILDLIFE']] = true,
    [Config.Classes['OTHER']] = true,
    [Config.Classes['LIGHT_IMPACT']] = true,
}

Config.MajorInjurWeapons = { -- Define which weapons cause large injuries
    [Config.Classes['HIGH_CALIBER']] = true,
    [Config.Classes['HEAVY_IMPACT']] = true,
    [Config.Classes['SHOTGUN']] = true,
    [Config.Classes['EXPLOSIVE']] = true,
}

Config.AlwaysBleedChanceWeapons = { -- Define which weapons will always cause bleedign
    [Config.Classes['SMALL_CALIBER']] = true,
    [Config.Classes['MEDIUM_CALIBER']] = true,
    [Config.Classes['CUTTING']] = true,
    [Config.Classes['WILDLIFE']] = false,
}

Config.ForceInjuryWeapons = { -- Define which weapons will always cause injuries
    [Config.Classes['HIGH_CALIBER']] = true,
    [Config.Classes['HEAVY_IMPACT']] = true,
    [Config.Classes['EXPLOSIVE']] = true,
}

Config.CriticalAreas = { -- Define body areas that will always cause bleeding if wearing armor or not
    ['UPPER_BODY'] = { armored = false },
    ['LOWER_BODY'] = { armored = true },
    ['SPINE'] = { armored = true },
}

Config.StaggerAreas = { -- Define body areas that will always cause staggering if wearing armor or not
    ['SPINE'] = { armored = true, major = 60, minor = 30 },
    ['UPPER_BODY'] = { armored = false, major = 60, minor = 30 },
    ['LLEG'] = { armored = true, major = 100, minor = 85 },
    ['RLEG'] = { armored = true, major = 100, minor = 85 },
    ['LFOOT'] = { armored = true, major = 100, minor = 100 },
    ['RFOOT'] = { armored = true, major = 100, minor = 100 },
}

Config.WoundStates = { -- Translate wound alerts
    {description = 'irritated', threshold = math.random(1,25)},
    {description = 'quite painful', threshold = math.random(25,50)},
    {description = 'painful', threshold = math.random(50,75)},
    {description = 'really painful', threshold = math.random(75,1000)},
}

Config.BleedingStates = { -- Translate bleeding alerts
    [1] = { label = 'bleeding a little bit..'},
    [2] = { label = 'bleeding...'},
    [3] = { label = 'bleeding a lot...'},
    [4] = { label = 'bleeding very much...'},
}

Config.MovementRate = { -- Set the player movement rate based on the level of damage they have
    0.98,
    0.96,
    0.94,
    0.92,
}

Config.Bones = { -- Correspond bone hash numbers to their label
    [0]     = 'NONE',
    [31085] = 'HEAD',
    [31086] = 'HEAD',
    [39317] = 'NECK',
    [57597] = 'SPINE',
    [23553] = 'SPINE',
    [24816] = 'SPINE',
    [24817] = 'SPINE',
    [24818] = 'SPINE',
    [10706] = 'UPPER_BODY',
    [64729] = 'UPPER_BODY',
    [11816] = 'LOWER_BODY',
    [45509] = 'LARM',
    [61163] = 'LARM',
    [18905] = 'LHAND',
    [4089]  = 'LFINGER',
    [4090]  = 'LFINGER',
    [4137]  = 'LFINGER',
    [4138]  = 'LFINGER',
    [4153]  = 'LFINGER',
    [4154]  = 'LFINGER',
    [4169]  = 'LFINGER',
    [4170]  = 'LFINGER',
    [4185]  = 'LFINGER',
    [4186]  = 'LFINGER',
    [26610] = 'LFINGER',
    [26611] = 'LFINGER',
    [26612] = 'LFINGER',
    [26613] = 'LFINGER',
    [26614] = 'LFINGER',
    [58271] = 'LLEG',
    [63931] = 'LLEG',
    [2108]  = 'LFOOT',
    [14201] = 'LFOOT',
    [40269] = 'RARM',
    [28252] = 'RARM',
    [57005] = 'RHAND',
    [58866] = 'RFINGER',
    [58867] = 'RFINGER',
    [58868] = 'RFINGER',
    [58869] = 'RFINGER',
    [58870] = 'RFINGER',
    [64016] = 'RFINGER',
    [64017] = 'RFINGER',
    [64064] = 'RFINGER',
    [64065] = 'RFINGER',
    [64080] = 'RFINGER',
    [64081] = 'RFINGER',
    [64096] = 'RFINGER',
    [64097] = 'RFINGER',
    [64112] = 'RFINGER',
    [64113] = 'RFINGER',
    [36864] = 'RLEG',
    [51826] = 'RLEG',
    [20781] = 'RFOOT',
    [52301] = 'RFOOT',
}

Config.BoneIndexes = { -- Correspond bone labels to their hash number
    ['NONE'] = 0,
    ['HEAD'] = 31086,
    ['NECK'] = 39317,
    ['SPINE'] = 24818,
    ['UPPER_BODY'] = 64729,
    ['LOWER_BODY'] = 11816,
    ['LARM'] = 61163,
    ['LHAND'] = 18905,
    ['LFINGER'] = 26614,
    ['LLEG'] = 63931,
    ['LFOOT'] = 14201,
    ['RARM'] = 28252,
    ['RHAND'] = 57005,
    ['RFINGER'] = 64113,
    ['RLEG'] = 51826,
    ['RFOOT'] = 52301,
}

Config.HitDmg = { -- Correspond weapon names to their class number
    `WEAPON_STUNGUN`,
    `WEAPON_STUNGUN_MP`,

    `WEAPON_PISTOL`,
    `WEAPON_COMBATPISTOL`,
    `WEAPON_APPISTOL`,
    `WEAPON_COMBATPDW`,
    `WEAPON_MACHINEPISTOL`,
    `WEAPON_MICROSMG`,
    `WEAPON_MINISMG`,
    `WEAPON_PISTOL_MK2`,
    `WEAPON_SNSPISTOL`,
    `WEAPON_SNSPISTOL_MK2`,
    `WEAPON_VINTAGEPISTOL`,

    `WEAPON_ADVANCEDRIFLE`,
    `WEAPON_ASSAULTSMG`,
    `WEAPON_BULLPUPRIFLE`,
    `WEAPON_BULLPUPRIFLE_MK2`,
    `WEAPON_CARBINERIFLE`,
    `WEAPON_CARBINERIFLE_MK2`,
    `WEAPON_COMPACTRIFLE`,
    `WEAPON_DOUBLEACTION`,
    `WEAPON_GUSENBERG`,
    `WEAPON_HEAVYPISTOL`,
    `WEAPON_MARKSMANPISTOL`,
    `WEAPON_PISTOL50`,
    `WEAPON_REVOLVER`,
    `WEAPON_REVOLVER_MK2`,
    `WEAPON_SMG`,
    `WEAPON_SMG_MK2`,
    `WEAPON_SPECIALCARBINE`,
    `WEAPON_SPECIALCARBINE_MK2`,

    `WEAPON_ASSAULTRIFLE`,
    `WEAPON_ASSAULTRIFLE_MK2`,
    `WEAPON_COMBATMG`,
    `WEAPON_COMBATMG_MK2`,
    `WEAPON_HEAVYSNIPER`,
    `WEAPON_HEAVYSNIPER_MK2`,
    `WEAPON_MARKSMANRIFLE`,
    `WEAPON_MARKSMANRIFLE_MK2`,
    `WEAPON_MG`,
    `WEAPON_MINIGUN`,
    `WEAPON_MUSKET`,
    `WEAPON_RAILGUN`,
    `WEAPON_HEAVYRIFLE`,

    `WEAPON_ASSAULTSHOTGUN`,
    `WEAPON_BULLUPSHOTGUN`,
    `WEAPON_DBSHOTGUN`,
    `WEAPON_HEAVYSHOTGUN`,
    `WEAPON_PUMPSHOTGUN`,
    `WEAPON_PUMPSHOTGUN_MK2`,
    `WEAPON_SAWNOFFSHOTGUN`,
    `WEAPON_SWEEPERSHOTGUN`,                                    
}

Config.WeaponDmg = { -- Correspond weapon names to their class number
    [`WEAPON_STUNGUN`] = Config.Classes['NONE'],
    [`WEAPON_STUNGUN_MP`] = Config.Classes['NONE'],

    [`WEAPON_PISTOL`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_COMBATPISTOL`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_APPISTOL`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_COMBATPDW`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_MACHINEPISTOL`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_MICROSMG`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_MINISMG`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_PISTOL_MK2`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_SNSPISTOL`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_SNSPISTOL_MK2`] = Config.Classes['SMALL_CALIBER'],
    [`WEAPON_VINTAGEPISTOL`] = Config.Classes['SMALL_CALIBER'],

    [`WEAPON_ADVANCEDRIFLE`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_ASSAULTSMG`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_BULLPUPRIFLE`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_BULLPUPRIFLE_MK2`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_CARBINERIFLE`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_CARBINERIFLE_MK2`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_COMPACTRIFLE`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_DOUBLEACTION`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_GUSENBERG`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_HEAVYPISTOL`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_MARKSMANPISTOL`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_PISTOL50`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_REVOLVER`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_REVOLVER_MK2`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_SMG`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_SMG_MK2`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_SPECIALCARBINE`] = Config.Classes['MEDIUM_CALIBER'],
    [`WEAPON_SPECIALCARBINE_MK2`] = Config.Classes['MEDIUM_CALIBER'],

    [`WEAPON_ASSAULTRIFLE`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_ASSAULTRIFLE_MK2`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_COMBATMG`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_COMBATMG_MK2`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_HEAVYSNIPER`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_HEAVYSNIPER_MK2`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_MARKSMANRIFLE`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_MARKSMANRIFLE_MK2`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_MG`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_MINIGUN`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_MUSKET`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_RAILGUN`] = Config.Classes['HIGH_CALIBER'],
    [`WEAPON_HEAVYRIFLE`] = Config.Classes['HIGH_CALIBER'],

    [`WEAPON_ASSAULTSHOTGUN`] = Config.Classes['SHOTGUN'],
    [`WEAPON_BULLUPSHOTGUN`] = Config.Classes['SHOTGUN'],
    [`WEAPON_DBSHOTGUN`] = Config.Classes['SHOTGUN'],
    [`WEAPON_HEAVYSHOTGUN`] = Config.Classes['SHOTGUN'],
    [`WEAPON_PUMPSHOTGUN`] = Config.Classes['SHOTGUN'],
    [`WEAPON_PUMPSHOTGUN_MK2`] = Config.Classes['SHOTGUN'],
    [`WEAPON_SAWNOFFSHOTGUN`] = Config.Classes['SHOTGUN'],
    [`WEAPON_SWEEPERSHOTGUN`] = Config.Classes['SHOTGUN'],
                                            --
    [`WEAPON_ANIMAL`] = Config.Classes['WILDLIFE'],      -- Animal
    [`WEAPON_COUGAR`] = Config.Classes['WILDLIFE'],      -- Cougar
    [`WEAPON_BARBED_WIRE`] = Config.Classes['WILDLIFE'], -- Barbed Wire

    [`WEAPON_BATTLEAXE`] = Config.Classes['CUTTING'],
    [`WEAPON_BOTTLE`] = Config.Classes['CUTTING'],
    [`WEAPON_DAGGER`] = Config.Classes['CUTTING'],
    [`WEAPON_HATCHET`] = Config.Classes['CUTTING'],
    [`WEAPON_KNIFE`] = Config.Classes['CUTTING'],
    [`WEAPON_MACHETE`] = Config.Classes['CUTTING'],
    [`WEAPON_SWITCHBLADE`] = Config.Classes['CUTTING'],

    [`WEAPON_KNUCKLE`] = Config.Classes['LIGHT_IMPACT'],

    [`WEAPON_BAT`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_CROWBAR`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_FIREEXTINGUISHER`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_FIRWORK`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_GOLFLCUB`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_HAMMER`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_PETROLCAN`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_POOLCUE`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_WRENCH`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_RAMMED_BY_CAR`] = Config.Classes['HEAVY_IMPACT'],
    [`WEAPON_RUN_OVER_BY_CAR`] = Config.Classes['HEAVY_IMPACT'],

    [`WEAPON_EXPLOSION`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_GRENADE`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_COMPACTLAUNCHER`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_HOMINGLAUNCHER`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_PIPEBOMB`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_PROXMINE`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_RPG`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_STICKYBOMB`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_HELI_CRASH`] = Config.Classes['EXPLOSIVE'],
    [`WEAPON_EMPLAUNCHER`] = Config.Classes['EXPLOSIVE'],

    [`WEAPON_FALL`] = Config.Classes['OTHER'],                -- Fall
    [`WEAPON_HIT_BY_WATER_CANNON`] = Config.Classes['OTHER'], -- Water Cannon

    [`WEAPON_ELECTRIC_FENCE`] = Config.Classes['FIRE'],
    [`WEAPON_FIRE`] = Config.Classes['FIRE'],
    [`WEAPON_MOLOTOV`] = Config.Classes['FIRE'],
    [`WEAPON_FLARE`] = Config.Classes['FIRE'],
    [`WEAPON_FLAREGUN`] = Config.Classes['FIRE'],
                                                --
    [`WEAPON_DROWNING`] = Config.Classes['SUFFOCATING'],            -- Drowning
    [`WEAPON_DROWNING_IN_VEHICLE`] = Config.Classes['SUFFOCATING'], -- Drowning Veh
    [`WEAPON_EXHAUSTION`] = Config.Classes['SUFFOCATING'],          -- Exhaust
    [`WEAPON_BZGAS`] = Config.Classes['SUFFOCATING'],
    [`WEAPON_SMOKEGRENADE`] = Config.Classes['SUFFOCATING'],
}

Config.DisableLastStand = {
    'weapon_fall', -- you can add more check "Config.Weapons" "Case Senstive"
    'weapon_drowning',
    'weapon_drowning_in_vehicle',
}

Config.KnockWeapons = {
    'weapon_unarmed', -- you can add more check "Config.Weapons" "Case Senstive"
    'weapon_hammer',
}

Config.KnockTimer = 15 -- In Seconds Knock Down
Config.KnockCount = 3 -- How Many Times Player Knock Out
Config.KnockDict = 'missarmenian2'
Config.KnockClip = 'drunk_loop'

Config.Language = {            
    ['bodypart'] = {
        head = 'Head',
        neck = 'Neck',
        spine = 'Spine',
        upper_body = 'Chest',
        lower_body = 'Abdomen',
        left_arm = 'Left Arm',
        left_hand = 'Left Hand',
        left_leg = 'Left Leg',
        left_foot = 'Left Foot',
        right_arm = 'Right Arm',
        right_hand = 'Right Hand',
        right_leg = 'Right Leg',
        right_foot = 'Right Leg',
    },
    ['info'] = {
        heathstatus = 'Close Health Status',
        died = 'Civilian Died',
        down = 'Civilian Down',
        call = 'Civilian Call',
        suicide = 'Themselves or an NPC',
        uknown = 'Unknown',
        respawn = 'RESPAWN IN: ~r~{deathtime}~s~ SECONDS',
        death_title = 'You are incapacitated',
        death_text = 'You are incapacitated. Please wait for doctors, everything will be fine.',
        revive = "Hold <span style='color: #E0606E;'>E</span> (<span style='color: #E0606E;'>{holdtime}</span>) to respawn $<span style='color: #29c462;'>{cost}</span> or wait for the <span style='color: #E0606E;'>EMS</span>",
        request_help = "Press <span style='color: #E0606E;'>G</span> to Request <span style='color: #E0606E;'>EMS</span> Assistance.",
        help_requested = "<span style='color: #E0606E;'>EMS</span> personnel have been alerted",
        ambu_plate = 'AMBU',  -- Should only be 4 characters long due to the last 4 being a random 4 digits
        air1_plate = 'LIFE', -- Should only be 4 characters long due to the last 4 being a random 4 digits
        status = 'Status Check',
        is_status = 'Is {status}',
        healthy = 'You are completely healthy again!',
        safe = 'Hospital Safe',
        pb_hospital = 'Pillbox Hospital',
        pain = 'Your {limb} feels {severity}',
        many_places = 'You have pain in many places...',
        bleed = 'You are {bleed}',
        alert = 'EMS Alert - {text}',
        mr = 'Mr.',
        mrs = 'Mrs.',
        dr_needed = 'A doctor is needed at Pillbox Hospital',
        ems_report = 'EMS Report',
        message_sent = 'Message to be sent',
        check_health = 'Check a Players Health',
        heal_player = 'Heal a Player',
        revive_player = 'Revive a Player',
        revive_player_a = 'Revive A Player or Yourself (Admin Only)',
        player_id = 'Player ID (may be empty)',
        pain_level = 'Set Yours or A Players Pain Level (Admin Only)',
        kill = 'Kill A Player or Yourself (Admin Only)',
        heal_player_a = 'Heal A Player or Yourself (Admin Only)',
    },
    ['success'] = {
        revived = 'You revived a person',
        healthy = 'Player is Healthy',
        helped_player = 'You helped the person',
        healed = 'Your wounds have been healed!',
        being_helped = 'You are being helped...'
    },
    ['error'] = {
        canceled = 'Canceled',
        bleed = 'You have bled out...',
        impossible = 'Action Impossible...',
        no_player = 'No Player Nearby',
        no_firstaid = 'You need a First Aid Kit',
        is_alive = 'Person dont Need First Aid',
        no_bandage = 'You need a Bandage',
        beds_taken = 'Beds are occupied...',
        wipe = 'All your possessions have been taken...',
        not_enough_money = 'You don\'t have enough money on you...',
        cant_help = 'You can\'t help this person...',
        not_ems = 'You are not EMS or not signed in',
        not_online = 'Player Not Online'
    },
    ['mail'] = {
        sender = 'Hospital',
        subject = 'Hospital Costs',
        message = 'Dear {gender} {lastname}, <br /><br />Hereby you received an email with the costs of the last hospital visit.<br />The final costs have become: <strong>${costs}</strong><br /><br />We wish you a quick recovery!'
    },
    ['menu'] = {
        amb_vehicles = 'Ambulance Vehicles',
        status = 'Health Status',
        close = '⬅ Close Menu',
    },
    ['text'] = {
        pstash = 'Stash',
        onduty = 'On Duty',
        offduty = 'Off Duty',
        armory = 'Armory',
        elevator = 'Elevator',
        call_doc = 'Call doctor',
        call = 'Call',
        check_in = 'Check in',
        lie_bed = 'Lie in Bed',
        put_bed = 'Put in Bed',
        bed_out = 'Leave on bed',
        remove_bed = 'Remove in Bed',
    },
    ['logs'] = {
        title = '{playername} ({playerid}) is dead',
        message = '{killername} has killed {playername} with a **{weaponlabel}** ({weaponname})',
    }
}

Config.Weapons = {
	-- Melee
	[`weapon_unarmed`]               = { name = 'weapon_unarmed', label = 'Fists', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_dagger`]                = { name = 'weapon_dagger', label = 'Dagger', damagereason = 'Knifed / Stabbed' },
	[`weapon_bat`]                   = { name = 'weapon_bat', label = 'Bat', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_bottle`]                = { name = 'weapon_bottle', label = 'Broken Bottle', damagereason = 'Knifed / Stabbed' },
	[`weapon_crowbar`]               = { name = 'weapon_crowbar', label = 'Crowbar', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_flashlight`]            = { name = 'weapon_flashlight', label = 'Flashlight', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_golfclub`]              = { name = 'weapon_golfclub', label = 'Golfclub', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_hammer`]                = { name = 'weapon_hammer', label = 'Hammer', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_hatchet`]               = { name = 'weapon_hatchet', label = 'Hatchet', damagereason = 'Knifed / Stabbed' },
	[`weapon_knuckle`]               = { name = 'weapon_knuckle', label = 'Knuckle', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_knife`]                 = { name = 'weapon_knife', label = 'Knife', damagereason = 'Knifed / Stabbed' },
	[`weapon_machete`]               = { name = 'weapon_machete', label = 'Machete', damagereason = 'Knifed / Stabbed' },
	[`weapon_switchblade`]           = { name = 'weapon_switchblade', label = 'Switchblade', damagereason = 'Knifed / Stabbed' },
	[`weapon_nightstick`]            = { name = 'weapon_nightstick', label = 'Nightstick', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_wrench`]                = { name = 'weapon_wrench', label = 'Wrench', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_battleaxe`]             = { name = 'weapon_battleaxe', label = 'Battle Axe', damagereason = 'Knifed / Stabbed' },
	[`weapon_poolcue`]               = { name = 'weapon_poolcue', label = 'Poolcue', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_briefcase`]             = { name = 'weapon_briefcase', label = 'Briefcase', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_briefcase_02`]          = { name = 'weapon_briefcase_02', label = 'Briefcase', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_garbagebag`]            = { name = 'weapon_garbagebag', label = 'Garbage Bag', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_handcuffs`]             = { name = 'weapon_handcuffs', label = 'Handcuffs', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_bread`]                 = { name = 'weapon_bread', label = 'Baquette', damagereason = 'Whacked / Executed / Beat down / Battered' },
	[`weapon_stone_hatchet`]         = { name = 'weapon_stone_hatchet', label = 'Stone Hatchet', damagereason = 'Knifed / Stabbed' },
	[`weapon_candycane`] 			 = { name = 'weapon_candycane', label = 'Candy Cane', damagereason = 'Whacked / Executed / Beat down / Battered / Candy Caned' },

	-- Handguns
	[`weapon_pistol`]                = { name = 'weapon_pistol', label = 'Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_pistol_mk2`]            = { name = 'weapon_pistol_mk2', label = 'Pistol Mk2', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_combatpistol`]          = { name = 'weapon_combatpistol', label = 'Combat Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_appistol`]              = { name = 'weapon_appistol', label = 'AP Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_stungun`]               = { name = 'weapon_stungun', label = 'Taser', damagereason = 'Died' },
	[`weapon_pistol50`]              = { name = 'weapon_pistol50', label = 'Pistol .50 Cal', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_snspistol`]             = { name = 'weapon_snspistol', label = 'SNS Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_snspistol_mk2`]         = { name = 'weapon_snspistol_mk2', label = 'SNS Pistol MK2', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_heavypistol`]           = { name = 'weapon_heavypistol', label = 'Heavy Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_vintagepistol`]         = { name = 'weapon_vintagepistol', label = 'Vintage Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_flaregun`]              = { name = 'weapon_flaregun', label = 'Flare Gun', damagereason = 'Died' },
	[`weapon_marksmanpistol`]        = { name = 'weapon_marksmanpistol', label = 'Marksman Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_revolver`]              = { name = 'weapon_revolver', label = 'Revolver', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_revolver_mk2`]          = { name = 'weapon_revolver_mk2', label = 'Revolver MK2', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_doubleaction`]          = { name = 'weapon_doubleaction', label = 'Double Action Revolver', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_raypistol`]             = { name = 'weapon_raypistol', label = 'Ray Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_ceramicpistol`]         = { name = 'weapon_ceramicpistol', label = 'Ceramic Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_navyrevolver`]          = { name = 'weapon_navyrevolver', label = 'Navy Revolver', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_gadgetpistol`]          = { name = 'weapon_gadgetpistol', label = 'Gadget Pistol', damagereason = 'Pistoled / Blasted / Plugged / Bust a cap in' },
	[`weapon_stungun_mp`]            = { name = 'weapon_stungun_mp', label = 'Taser', damagereason = 'Died' },
	[`weapon_pistolxm3`]             = { name = 'weapon_pistolxm3', label = 'Pistol XM3', damagereason = 'Pistoled / Blasted / Plaugged / Bust a cap in' },

	-- Submachine Guns
	[`weapon_microsmg`]              = { name = 'weapon_microsmg', label = 'Micro SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
	[`weapon_smg`]                   = { name = 'weapon_smg', label = 'SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
	[`weapon_smg_mk2`]               = { name = 'weapon_smg_mk2', label = 'SMG MK2', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
	[`weapon_assaultsmg`]            = { name = 'weapon_assaultsmg', label = 'Assault SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
	[`weapon_combatpdw`]             = { name = 'weapon_combatpdw', label = 'Combat PDW', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
	[`weapon_machinepistol`]         = { name = 'weapon_machinepistol', label = 'Tec-9', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
	[`weapon_minismg`]               = { name = 'weapon_minismg', label = 'Mini SMG', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },
	[`weapon_raycarbine`]            = { name = 'weapon_raycarbine', label = 'Raycarbine', damagereason = 'Riddled / Drilled / Finished / Submachine Gunned' },

	-- Shotguns
	[`weapon_pumpshotgun`]           = { name = 'weapon_pumpshotgun', label = 'Pump Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_pumpshotgun_mk2`]       = { name = 'weapon_pumpshotgun_mk2', label = 'Pump Shotgun MK2', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_sawnoffshotgun`]        = { name = 'weapon_sawnoffshotgun', label = 'Sawn-off Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_assaultshotgun`]        = { name = 'weapon_assaultshotgun', label = 'Assault Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_bullpupshotgun`]        = { name = 'weapon_bullpupshotgun', label = 'Bullpup Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_musket`]                = { name = 'weapon_musket', label = 'Musket', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_heavyshotgun`]          = { name = 'weapon_heavyshotgun', label = 'Heavy Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_dbshotgun`]             = { name = 'weapon_dbshotgun', label = 'Double-barrel Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_autoshotgun`]           = { name = 'weapon_autoshotgun', label = 'Auto Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },
	[`weapon_combatshotgun`]         = { name = 'weapon_combatshotgun', label = 'Combat Shotgun', weapontype = 'Shotgun', damagereason = 'Devastated / Pulverized / Shotgunned' },

	-- Assault Rifles
	[`weapon_assaultrifle`]          = { name = 'weapon_assaultrifle', label = 'Assault Rifle', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_assaultrifle_mk2`]      = { name = 'weapon_assaultrifle_mk2', label = 'Assault Rifle MK2', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_carbinerifle`]          = { name = 'weapon_carbinerifle', label = 'Carbine Rifle', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_carbinerifle_mk2`]      = { name = 'weapon_carbinerifle_mk2', label = 'Carbine Rifle MK2', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_advancedrifle`]         = { name = 'weapon_advancedrifle', label = 'Advanced Rifle', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_specialcarbine`]        = { name = 'weapon_specialcarbine', label = 'Special Carbine', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_specialcarbine_mk2`]    = { name = 'weapon_specialcarbine_mk2', label = 'Specialcarbine MK2', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_bullpuprifle`]          = { name = 'weapon_bullpuprifle', label = 'Bullpup Rifle', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_bullpuprifle_mk2`]      = { name = 'weapon_bullpuprifle_mk2', label = 'Bull Puprifle MK2', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_compactrifle`]          = { name = 'weapon_compactrifle', label = 'Compact Rifle', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_militaryrifle`]         = { name = 'weapon_militaryrifle', label = 'Military Rifle', damagereason = 'Rifled / Shot down / Floored' },
	[`weapon_heavyrifle`]            = { name = 'weapon_heavyrifle', label = 'Heavy Rifle', damagereason = 'Rifled / Shot down / Floored' },

	-- Light Machine Guns
	[`weapon_mg`]                    = { name = 'weapon_mg', label = 'Machinegun', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },
	[`weapon_combatmg`]              = { name = 'weapon_combatmg', label = 'Combat MG', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },
	[`weapon_combatmg_mk2`]          = { name = 'weapon_combatmg_mk2', label = 'Combat MG MK2', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },
	[`weapon_gusenberg`]             = { name = 'weapon_gusenberg', label = 'Thompson SMG', weapontype = 'Light Machine Gun', damagereason = 'Machine gunned / Sprayed' },

	-- Sniper Rifles
	[`weapon_sniperrifle`]           = { name = 'weapon_sniperrifle', label = 'Sniper Rifle', damagereason = 'Sniped / Picked off / Scoped' },
	[`weapon_heavysniper`]           = { name = 'weapon_heavysniper', label = 'Heavy Sniper', damagereason = 'Sniped / Picked off / Scoped' },
	[`weapon_heavysniper_mk2`]       = { name = 'weapon_heavysniper_mk2', label = 'Heavysniper MK2', damagereason = 'Sniped / Picked off / Scoped' },
	[`weapon_marksmanrifle`]         = { name = 'weapon_marksmanrifle', label = 'Marksman Rifle', damagereason = 'Sniped / Picked off / Scoped' },
	[`weapon_marksmanrifle_mk2`]     = { name = 'weapon_marksmanrifle_mk2', label = 'Marksman Rifle MK2', damagereason = 'Sniped / Picked off / Scoped' },
	[`weapon_remotesniper`]          = { name = 'weapon_remotesniper', label = 'Remote Sniper', damagereason = 'Sniped / Picked off / Scoped' },

	-- Heavy Weapons
	[`weapon_rpg`]                   = { name = 'weapon_rpg', label = 'RPG', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_grenadelauncher`]       = { name = 'weapon_grenadelauncher', label = 'Grenade Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_grenadelauncher_smoke`] = { name = 'weapon_grenadelauncher_smoke', label = 'Smoke Grenade Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_minigun`]               = { name = 'weapon_minigun', label = 'Minigun', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_firework`]              = { name = 'weapon_firework', label = 'Firework Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_railgun`]               = { name = 'weapon_railgun', label = 'Railgun', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_railgunxm3`]            = { name = 'weapon_railgunxm3', label = 'Railgun XM3', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_hominglauncher`]        = { name = 'weapon_hominglauncher', label = 'Homing Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_compactlauncher`]       = { name = 'weapon_compactlauncher', label = 'Compact Launcher', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_rayminigun`]            = { name = 'weapon_rayminigun', label = 'Ray Minigun', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_emplauncher`]           = { name = 'weapon_emplauncher', label = 'EMP Launcher', damagereason = 'Died' },

	-- Throwables
	[`weapon_grenade`]               = { name = 'weapon_grenade', label = 'Grenade', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
	[`weapon_bzgas`]                 = { name = 'weapon_bzgas', label = 'BZ Gas', damagereason = 'Died' },
	[`weapon_molotov`]               = { name = 'weapon_molotov', label = 'Molotov', damagereason = 'Torched / Flambeed / Barbecued' },
	[`weapon_stickybomb`]            = { name = 'weapon_stickybomb', label = 'C4', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
	[`weapon_proxmine`]              = { name = 'weapon_proxmine', label = 'Proxmine Grenade', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
	[`weapon_snowball`]              = { name = 'weapon_snowball', label = 'Snowball', damagereason = 'Died' },
	[`weapon_pipebomb`]              = { name = 'weapon_pipebomb', label = 'Pipe Bomb', damagereason = 'Bombed / Exploded / Detonated / Blew up' },
	[`weapon_ball`]                  = { name = 'weapon_ball', label = 'Ball', damagereason = 'Died' },
	[`weapon_smokegrenade`]          = { name = 'weapon_smokegrenade', label = 'Smoke Grenade', damagereason = 'Died' },
	[`weapon_flare`]                 = { name = 'weapon_flare', label = 'Flare pistol', damagereason = 'Died' },

	-- Miscellaneous
	[`weapon_petrolcan`]             = { name = 'weapon_petrolcan', label = 'Petrol Can', damagereason = 'Died' },
	[`gadget_parachute`]             = { name = 'gadget_parachute', label = 'Parachute', damagereason = 'Died' },
	[`weapon_fireextinguisher`]      = { name = 'weapon_fireextinguisher', label = 'Fire Extinguisher', damagereason = 'Died' },
	[`weapon_hazardcan`]             = { name = 'weapon_hazardcan', label = 'Hazardcan', damagereason = 'Died' },
	[`weapon_fertilizercan`]         = { name = 'weapon_fertilizercan', label = 'Fertilizer Can', damagereason = 'Died' },
	[`weapon_barbed_wire`]           = { name = 'weapon_barbed_wire', label = 'Barbed Wire', damagereason = 'Prodded' },
	[`weapon_drowning`]              = { name = 'weapon_drowning', label = 'Drowning', damagereason = 'Died' },
	[`weapon_drowning_in_vehicle`]   = { name = 'weapon_drowning_in_vehicle', label = 'Drowning in a Vehicle', damagereason = 'Died' },
	[`weapon_bleeding`]              = { name = 'weapon_bleeding', label = 'Bleeding', damagereason = 'Bled out' },
	[`weapon_electric_fence`]        = { name = 'weapon_electric_fence', label = 'Electric Fence', damagereason = 'Fried' },
	[`weapon_explosion`]             = { name = 'weapon_explosion', label = 'Explosion', damagereason = 'Exploded / Obliterated / Destroyed / Erased / Annihilated' },
	[`weapon_fall`]                  = { name = 'weapon_fall', label = 'Fall', damagereason = 'Committed suicide' },
	[`weapon_exhaustion`]            = { name = 'weapon_exhaustion', label = 'Exhaustion', damagereason = 'Died' },
	[`weapon_hit_by_water_cannon`]   = { name = 'weapon_hit_by_water_cannon', label = 'Water Cannon', damagereason = 'Died' },
	[`weapon_rammed_by_car`]         = { name = 'weapon_rammed_by_car', label = 'Rammed - Vehicle', damagereason = 'Flattened / Ran over / Ran down' },
	[`weapon_run_over_by_car`]       = { name = 'weapon_run_over_by_car', label = 'Run Over - Vehicle', damagereason = 'Flattened / Ran over / Ran down' },
	[`weapon_heli_crash`]            = { name = 'weapon_heli_crash', label = 'Heli Crash', damagereason = 'Helicopter Crash' },
	[`weapon_fire`]                  = { name = 'weapon_fire', label = 'Fire', damagereason = 'Torched / Flambeed / Barbecued' },

	-- Animals
	[`weapon_animal`]                = { name = 'weapon_animal', label = 'Animal', damagereason = 'Mauled' },
	[`weapon_cougar`]                = { name = 'weapon_cougar', label = 'Cougar', damagereason = 'Mauled' },
}

Config.DamageLog = { -- this is for damage log modifier you can change the name for your languange
    ['eyebrow'] = 1356, ['left toe'] = 2108, ['right elbow'] = 2992, ['left arm'] = 5232,
    ['right hand'] = 6286, ['right thigh'] = 6442, ['right collarbone'] = 10706, ['right corner of the mouth'] = 11174,
    ['sinks'] = 11816, ['head'] = 12844, ['left foot'] =  14201, ['right knee'] = 16335,
    ['lower lip'] = 17188, ['lip'] = 17719, ['left hand'] = 18905, ['right cheekbone'] = 19336,
    ['right toe'] = 20781,  ['nerve of the lower lip']  = 20279, ['lower lip'] = 20623, ['toe']	= 20781,
    ['left cheekbone'] = 21550, ['left elbow'] = 22711, ['spinal root'] = 23553, ['left thigh'] = 23639,
    ['right foot'] = 24806, ['lower part of the spine'] = 24816, ['the middle part of the spine'] = 24817, ['the upper part of the spine'] = 24818,
    ['left eye'] = 25260, ['rifht eye'] = 27474, ['right arm'] = 28252, ['right hand'] = 28422,
    ['left corner of the mouth'] = 29868, ['head'] = 31086, ['right foot'] = 35502, ['neck'] = 35731,
    ['left hand'] = 36029, ['right calf'] = 36864, ['right arm'] = 37119, ['eyebrow'] = 37193,
    ['neck'] = 39317, ['right arm'] = 40269, ['right forearm'] = 43810, ['left shoulder'] = 45509,
    ['left knee'] = 46078, ['jaw'] = 46240, ['nerve of the lower lip'] = 47419, ['tongue'] = 47495,
    ['nerve of the upper lip'] = 49979, ['right thigh'] = 51826, ['right foot'] = 52301,
    ['root'] = 56604, ['right hand'] = 57005, ['spine'] = 57597, ['left foot bone'] = 57717, ['left thigh'] = 58271,
    ['left eyebrow'] = 58331, ['left hand bone'] = 60309, ['left hand'] = 18905, ['right forearm'] = 61007,
    ['left forearm'] = 61163, ['upper lip'] = 61839, ['left calf'] = 63931, ['left collarbone'] = 64729, ['face'] = 65068, ['left foot'] = 65245,
}

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