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Yup, IIRC, weapons only store the ammo currently in the clip, in m_iClip1
and m_iClip2, the player stores the ammount of ammo/etc. that they have in
reserve.  Here's a little code ripped from some stuff in Intelligent Design,
try modifying this how you need::

pPlayer->GiveAmmo( flCount, iAmmoType, bSuppressSound );

Pretty simple func already in the game, so just tie that into a timer or
whatever the clause is to get ammo.

Hope it helped. :  )

On 5/20/07, Andrew Ritchie <[EMAIL PROTECTED]> wrote:
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> Other than the clip and max clip size isn't the ammo stored on the player?
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