rendered paste bodyfunction GM:AmmoRegen( ply,name ) local count = 0 if !ply:GetActiveWeapon():IsValid() || ply:GetActiveWeapon() == NULL then return end count = ply:GetAmmoCount(ply:GetActiveWeapon():GetPrimaryAmmoType()) or 0 count = count + ply:GetActiveWeapon():Clip1() local weapon = GameInfo.Weps[ name ] local total = count + weapon.regen if total > v.clip then ply:GiveAmmo(total - (count - weapon.regen), weapon.ammotype); else ply:GiveAmmo(weapon.regen, weapon.ammotype) endendGameInfo.Weps = { weapon_p90 = { clip=50*4, regen=50*2, ammotype="smg1" }, weapon_steyr = { clip=50*4, regen=50*2, ammotype="smg1" }, weapon_spas12 = { clip=36, regen=12, ammotype="buckshot"}, weapon_famas = {clip=36, regen=12, ammotype="buckshot"} }