function ammoOnKill(damage, activator, caller) print(activator.m_iAmmo) activator.m_iAmmo[1] = activator.m_iAmmo[1] + 10 end function chargeBackOnHit(damage, activator, caller) print(damage) activator.m_flChargeMeter = activator.m_flChargeMeter + (damage / 2) if activator.m_flChargeMeter > 100 then activator.m_flChargeMeter = 100 end end function ammoBackInClip(damage, activator, caller) -- unlimited quantity hidden local primary = activator:GetPlayerItemBySlot(0) local upgradeLevel = (activator:GetPlayerItemBySlot(0):GetAttributeValue("disguise speed penalty")) or 0 local dmg_mult = (activator:GetPlayerItemBySlot(0):GetAttributeValue("damage bonus")) or 1 if primary.m_iClip1 >= 3 + upgradeLevel or damage < 40 * dmg_mult then return end primary.m_iClip1 = primary.m_iClip1 + 1 end