Weapon ammo

How to do so would , when bullets ended on a weapon it has not disappeared ?

Set the DefaultClip to 0 and the weapon shouldn’t give extra ammo when it has been picked up.

When I put it , it is still after I take the cartridges it disappears.


SWEP.Gun = ("bb_ak47_alt")					-- must be the name of your swep
if (GetConVar(SWEP.Gun.."_allowed")) != nil then
	if not (GetConVar(SWEP.Gun.."_allowed"):GetBool()) then SWEP.Base = "bobs_blacklisted" SWEP.PrintName = SWEP.Gun return end
end
SWEP.Category				= "CS:S Weapons DarkRP"
SWEP.Author				= ""
SWEP.Contact				= ""
SWEP.Purpose				= ""
SWEP.Instructions				= ""
SWEP.MuzzleAttachment			= "1" 	-- Should be "1" for CSS models or "muzzle" for hl2 models
SWEP.ShellEjectAttachment			= "2" 	-- Should be "2" for CSS models or "1" for hl2 models
SWEP.PrintName				= "AK47"		-- Weapon name (Shown on HUD)	
SWEP.Slot				= 2				-- Slot in the weapon selection menu
SWEP.SlotPos				= 59			-- Position in the slot
SWEP.DrawAmmo				= true		-- Should draw the default HL2 ammo counter
SWEP.DrawWeaponInfoBox			= false		-- Should draw the weapon info box
SWEP.BounceWeaponIcon   		= 	false	-- Should the weapon icon bounce?
SWEP.DrawCrosshair			= false		-- set false if you want no crosshair
SWEP.Weight				= 30			-- rank relative ot other weapons. bigger is better
SWEP.AutoSwitchTo			= true		-- Auto switch to if we pick it up
SWEP.AutoSwitchFrom			= true		-- Auto switch from if you pick up a better weapon
SWEP.HoldType 				= "ar2"		-- how others view you carrying the weapon

SWEP.ViewModelFOV			= 70
SWEP.ViewModelFlip			= true
SWEP.ViewModel				= "models/weapons/2_rif_ak47.mdl"	-- Weapon view model
SWEP.WorldModel				= "models/weapons/3_rif_ak47.mdl"	-- Weapon world model
SWEP.Base				= "bobs_gun_base"
SWEP.Spawnable				= true
SWEP.AdminSpawnable			= true
SWEP.FiresUnderwater = false

SWEP.Primary.Sound			= Sound("Alt_Weapon_AK47.1")		-- Script that calls the primary fire sound
SWEP.Primary.RPM			= 600			-- This is in Rounds Per Minute
SWEP.Primary.ClipSize			= 30		-- Size of a clip
SWEP.Primary.DefaultClip		= 60		-- Bullets you start with '60'
SWEP.Primary.KickUp				= 0.3		-- Maximum up recoil (rise)
SWEP.Primary.KickDown			= 0.3		-- Maximum down recoil (skeet)
SWEP.Primary.KickHorizontal		= 0.3		-- Maximum up recoil (stock)
SWEP.Primary.Automatic			= true		-- Automatic = true; Semi Auto = false
SWEP.Primary.Ammo			= "smg1"

SWEP.Secondary.IronFOV			= 55		-- How much you 'zoom' in. Less is more! 	

SWEP.data 				= {}				--The starting firemode
SWEP.data.ironsights			= 1

SWEP.Primary.NumShots	= 1		-- How many bullets to shoot per trigger pull
SWEP.Primary.Damage		= 30	-- Base damage per bullet
SWEP.Primary.Spread		= .02	-- Define from-the-hip accuracy 1 is terrible, .0001 is exact)
SWEP.Primary.IronAccuracy = .01 -- Ironsight accuracy, should be the same for shotguns


SWEP.SelectiveFire		= true

-- Enter iron sight info and bone mod info below

	SWEP.IronSightsPos = Vector(3.552, -2.895, 1.2)
	SWEP.IronSightsAng = Vector(0.79, -0.057, 0)
	SWEP.SightsPos = Vector(3.552, -2.895, 1.2)
	SWEP.SightsAng = Vector(0.79, -0.057, 0)
	SWEP.RunSightsPos = Vector(-3.701, -7.008, 0.865)
	SWEP.RunSightsAng = Vector(-10.197, -63.111, -4.134)

if IsMounted("cstrike") then
	SWEP.Category				= "CS:S Weapon Alternates DarkRP"
	SWEP.PrintName = "Alt AK47"
end

if GetConVar("M9KDefaultClip") == nil then
	print("M9KDefaultClip is missing! You may have hit the lua limit!")
else
	if GetConVar("M9KDefaultClip"):GetInt() != -1 then
		SWEP.Primary.DefaultClip = SWEP.Primary.ClipSize * GetConVar("M9KDefaultClip"):GetInt()
	end
end



if GetConVar("M9KUniqueSlots") != nil then
	if not (GetConVar("M9KUniqueSlots"):GetBool()) then 
		SWEP.SlotPos = 2
	end
end