--Used rejuvenator_hit_logic as a base function pistolReloadOnKill(damage, activator, caller) local upgradeLevel = activator:GetPlayerItemBySlot(1):GetAttributeValue("throwable detonation time") or 1 --print(upgradeLevel) local maxMetalMult = activator:GetPlayerItemBySlot(LOADOUT_POSITION_PDA):GetAttributeValue("maxammo metal increased") or 1 -- print(maxMetalMult) local BASE_CLIP = 6 local primary = activator:GetPlayerItemBySlot(0) --print(primary:GetItemName()) if primary:GetItemName() ~= "The Widowmaker" then local clipBonusMult = primary:GetAttributeValueByClass("mult_clipsize", 1) local clipBonusAtomic = primary:GetAttributeValueByClass("mult_clipsize_upgrade_atomic", 0) local maxClip = (BASE_CLIP * clipBonusMult) + clipBonusAtomic -- print(maxClip) primary.m_iClip1 = primary.m_iClip1 + (2 * upgradeLevel) if primary.m_iClip1 > maxClip then primary.m_iClip1 = maxClip end --print(primary.m_iClip1) else activator.m_iAmmo[TF_AMMO_METAL] = activator.m_iAmmo[TF_AMMO_METAL] + (20 * upgradeLevel) if activator.m_iAmmo[TF_AMMO_METAL] > (200 * maxMetalMult) then activator.m_iAmmo[TF_AMMO_METAL] = (200 * maxMetalMult) end end end