Quick answer: Clamp the reserve to its cap on pickup, only consume the portion that fits, and leave the remainder in the world pickup when it cannot all be carried.

Walking over an ammo box either pushes your reserve over the limit or eats the whole box even when you only needed a few rounds. The pickup never respects the cap. Clamping and partial consumption fixes both. Here is how.

How to fix it

1. Clamp to the carry cap

Compute space = maxReserve - reserve and add min(pickupAmount, space). Never let the reserve exceed the per-weapon maximum, and recompute the cap if attachments change the carry limit.

2. Consume only what fits

Subtract the amount actually taken from the pickup. If space was smaller than the pickup, leave the remainder so the player can return for it instead of destroying free ammo.

3. Skip and signal when full

If the reserve is already at cap, do not consume the pickup at all and show a 'full' prompt, so players are not tricked into wasting boxes they walked over.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every GameMaker error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.