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Code Reload code: No reload until 0 in gun.

I wouldn't know how to do it with a single mutator script but you can use it to replace the weapon with the new weapon that contains the new code.

Code:
simulated function bool AllowReload()
{
 Super.AllowReload();
 if(KFInvasionBot(Instigator.Controller) != none && !bIsReloading &&
  MagAmmoRemaining < 1 && AmmoAmount(0) > MagAmmoRemaining)
  return true;
 return true;
}
 
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Yoyo, that code only takes bots into account, and will never actually return false or take the superclass's version of the function's evaluation into account. Something like this should work, although I haven't tested it:

Code:
simulated function bool AllowReload()
{
	return (Super.AllowReload() && MagAmmoRemaining < 1);
}

Hope it helps. :)
 
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