Weapon replinshes ammo when droped

So bassicaly when you drop the silent cross bow you get more ammo for it. what line would i have to change for this


if SERVER then

   AddCSLuaFile( "shared.lua" )
   
end

SWEP.HoldType           = "crossbow"

if CLIENT then
   
   SWEP.PrintName          = "Silenced Crossbow"           
   SWEP.Author             = "Urban"
   SWEP.Slot               = 8
   SWEP.SlotPos            = 1
   SWEP.IconLetter         = "w"
   SWEP.Icon = "VGUI/ttt/icon_crossbow"    
   
   SWEP.ViewModelFlip = false
end

if SERVER then
   resource.AddFile("materials/VGUI/ttt/icon_crossbow.vmt")
end

SWEP.Base               = "weapon_tttbase"
SWEP.Spawnable = false
SWEP.AdminSpawnable = true

SWEP.Kind = WEAPON_EQUIP2

SWEP.Primary.Delay          = 0.9
SWEP.Primary.Recoil         = 4
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "XBowBolt"
SWEP.Primary.Damage = 200
SWEP.Primary.Cone = 0.006
SWEP.Primary.ClipSize = 1
SWEP.Primary.ClipMax = 3 -- keep mirrored to ammo
SWEP.Primary.DefaultClip = 3
SWEP.AutoSpawnable      = false
SWEP.AmmoEnt = "item_ammo_357_ttt"
SWEP.ViewModel = "models/weapons/v_crossbow.mdl"
SWEP.WorldModel = "models/weapons/w_crossbow.mdl"
SWEP.ViewModelFlip = false
SWEP.ViewModelFOV = 65

SWEP.Primary.Sound = Sound ("Weapon_Crossbow.Single")

--SWEP.IronSightsPos        = Vector( 5, 0, 1 )
SWEP.IronSightsPos = Vector(0, 0, -15)
SWEP.CanBuy = { ROLE_TRAITOR }
SWEP.LimitedStock = true

SWEP.EquipMenuData = {
   type = "Weapon",
   model="models/weapons/w_crossbow.mdl",
   desc = "Crossbow Silenced. 
 Bam and they're dead!"
};
SWEP.AllowDrop = true
SWEP.IsSilent = true

SWEP.PrimaryAnim = ACT_VM_PRIMARYATTACK_SILENCED
SWEP.ReloadAnim = ACT_VM_RELOAD_SILENCED

function SWEP:Deploy()
   self.Weapon:SendWeaponAnim(ACT_VM_DRAW_SILENCED)
   return true
end

-- We were bought as special equipment, and we have an extra to give
function SWEP:SetZoom(state)
    if CLIENT then 
       return
    else
       if state then
          self.Owner:SetFOV(20, 0.3)
       else
          self.Owner:SetFOV(0, 0.2)
       end
    end
end

-- Add some zoom to ironsights for this gun
function SWEP:SecondaryAttack()
    if not self.IronSightsPos then return end
    if self.Weapon:GetNextSecondaryFire()  && CurTime() then return end
    
    bIronsights = not self:GetIronsights()
    
    self:SetIronsights( bIronsights )
    
    if SERVER then
        self:SetZoom(bIronsights)
    end
    
    self.Weapon:SetNextSecondaryFire( CurTime() + 0.3)
end

function SWEP:PreDrop()
    self:SetZoom(false)
    self:SetIronsights(false)
    return self.BaseClass.PreDrop(self)
end

function SWEP:Reload()
    self.Weapon:DefaultReload( ACT_VM_RELOAD );
    self:SetIronsights( false )
    self:SetZoom(false)
end


function SWEP:Holster()
    self:SetIronsights(false)
    self:SetZoom(false)
    return true
end

if CLIENT then
   local scope = surface.GetTextureID("sprites/scope")
   function SWEP:DrawHUD()
      if self:GetIronsights() then
         surface.SetDrawColor( 0, 0, 0, 255 )
         
         local x = ScrW() / 2.0
         local y = ScrH() / 2.0
         local scope_size = ScrH()

         -- crosshair
         local gap = 80
         local length = scope_size
         surface.DrawLine( x - length, y, x - gap, y )
         surface.DrawLine( x + length, y, x + gap, y )
         surface.DrawLine( x, y - length, x, y - gap )
         surface.DrawLine( x, y + length, x, y + gap )

         gap = 0
         length = 50
         surface.DrawLine( x - length, y, x - gap, y )
         surface.DrawLine( x + length, y, x + gap, y )
         surface.DrawLine( x, y - length, x, y - gap )
         surface.DrawLine( x, y + length, x, y + gap )


         -- cover edges
         local sh = scope_size / 2
         local w = (x - sh) + 2
         surface.DrawRect(0, 0, w, scope_size)
         surface.DrawRect(x + sh - 2, 0, w, scope_size)

         surface.SetDrawColor(255, 0, 0, 255)
         surface.DrawLine(x, y, x + 1, y + 1)

         -- scope
         surface.SetTexture(scope)
         surface.SetDrawColor(255, 255, 255, 255)

         surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)

      else
         return self.BaseClass.DrawHUD(self)
      end
   end

   function SWEP:AdjustMouseSensitivity()
      return (self:GetIronsights() and 0.2) or nil
   end
  end

I’m just gonna drop this from the sticky:

Learn what gives you ammo when dropping and picking up a weapon.

Set SWEP.Primary.DefaultClip to 0.

i’m sorry to barge in as a non-coder myself but this is just plain stupid. how can he learn what gives ammo when everyone is too elitist to tell him? i learned the use of Hammer by taking existing maps and dissecting them, same goes for when i learnt the basics of php.
this whole attitude you’re portraying simply sucks