Quick answer: Store reserve ammo in a per-ammo-type pool keyed by caliber, and have every weapon read and decrement the shared pool for its type rather than a private count.

You pick up rifle rounds but only one of your two rifles benefits, because each gun hoards its own reserve. Ammo should be tracked by type. Moving to a shared pool per caliber fixes it. Here is how.

How to fix it

1. Key ammo by type, not weapon

Maintain a dictionary of reserve counts indexed by ammo type. Each weapon declares which type it consumes and reads/writes the shared pool, so same-caliber weapons share rounds.

2. Route pickups to the type pool

Ammo pickups add to the type's pool (clamped to that type's cap), so any weapon using that caliber benefits from the pickup instead of only the equipped one.

3. Reload from the type pool

On reload, pull from the shared pool for the weapon's ammo type and clamp by what is available, so a near-empty pool partially fills the magazine across all weapons of that caliber.

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.