Setting ammoType on a BaseProjectile still looking for default ammo when reloading

Hi, I'm currently working on a plugin that would add a reskinned semi automatic pistol in as a tazer, that would take ammo and fuel to run. However, i'm not sure if this is an issue with oxide umod, or something it cannot change and I would need to go ahead find a workaround in that case.

Basically, I cannot reload with the other ammo when I don't have pistol ammo in my inventory.

It seems like something that could easily be fixed, but again, i'm not sure.

Thanks in advance for your help!

Load pistol ammo, but take other ammo (like fuel). Just reduce ammo count on using (or destroy a bullet)
Not really what I want to do. I want to be able to load custom ammo without pistol ammo being present, since we won't be able to know if they will have it in their inventory when they want to reload.
In response to Sillyjake ():
Not really what I want to do. I want to be able to load custom ammo without pistol ammo being presen...
Did you checked BaseProjectile class? I think there are field for that

Merged post

  1. BaseProjectile
  2. BaseProjectile.Magazine primaryMagazine
  3. BaseProjectile.Magazine.Definition
  4. AmmoTypes ammoTypes;

public enum AmmoTypes
  {
    PISTOL_9MM = 1,
    RIFLE_556MM = 2,
    SHOTGUN_12GUAGE = 4,
    BOW_ARROW = 8,
    HANDMADE_SHELL = 16, // 0x00000010
    ROCKET = 32, // 0x00000020
    NAILS = 64, // 0x00000040
  }​

No, you can't