function PLAYER:Loadout()
self.Player:RemoveAllAmmo()
if ( cvars.Bool( "sbox_weapons", true ) ) then
self.Player:GiveAmmo( 256, "Pistol", true )
self.Player:GiveAmmo( 256, "SMG1", true )
self.Player:GiveAmmo( 5, "grenade", true )
self.Player:GiveAmmo( 64, "Buckshot", true )
self.Player:GiveAmmo( 32, "357", true )
self.Player:GiveAmmo( 32, "XBowBolt", true )
self.Player:GiveAmmo( 6, "AR2AltFire", true )
self.Player:GiveAmmo( 100, "AR2", true )
self.Player:Give( "weapon_crowbar" )
self.Player:Give( "weapon_pistol" )
self.Player:Give( "weapon_smg1" )
self.Player:Give( "weapon_frag" )
self.Player:Give( "weapon_physcannon" )
self.Player:Give( "weapon_crossbow" )
self.Player:Give( "weapon_shotgun" )
self.Player:Give( "weapon_357" )
self.Player:Give( "weapon_rpg" )
self.Player:Give( "weapon_ar2" )
-- The only reason I'm leaving this out is because
-- I don't want to add too many weapons to the first
-- row because that's where the gravgun is.
--pl:Give( "weapon_stunstick" )
end
self.Player:Give( "gmod_tool" )
self.Player:Give( "gmod_camera" )
self.Player:Give( "weapon_physgun" )
self.Player:SwitchToDefaultWeapon()
end