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1. On "round_start", spawn a new "weapon_ammo_spawn" to replace the existing ammo by using "FindByClassname" with "RandomInt" check to randomize the results.
2. On the weapon spawn table, add:
model = ".../ammomodel.mdl"
3. Change the model to suit the ammo type (examples: change it to deployed incendiary ammo model)
4. On "player_use", on the entity that player uses, check if the entity is ammo pile, & if the model name matches the custom ammo model you put on the spawn table.
5. If the model matches, trigger an upgrade & at the same time remove it.
I ever used this trick to spawn a custom ammo piles with gnome skin, to make it look funny to see a little guy giving ammo