OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
Name targetname : Set name of ammo_9mmbox so other entities can trigger it. Only 'On' and 'Toggle' trigger use-types are accepted which makes item be picked up by player '!activator'. Kill-targeting this entity will remove ammo_9mmbox and stop it from respawning.
Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.
Render FX renderfx : Set custom render FX effect. Only works when "Render Mode" is set to different than 'Normal'
Render Mode rendermode : Render mode determines how this entity is rendered.
FX Amount (1 - 255) renderamt : Render amount to use when other than "Render Mode" 'Normal' is used.
FX Color (R G B) rendercolor : Used with "Render Mode" 'Color' and 'Glow' to set color. Also sets color of 'Glow Shell' "Render Mode".
Gravity Setting movetype : Determines how items behave after spawn.
Custom respawn time m_flCustomRespawnTime : Customize pickup respawn delay in seconds.
Custom Model model : You can set the custom model (w_model) for this item here. Can be any model or sprite (it will not animate). That will NOT replace default v_model and p_model of weapon.
Target target : Non-functional in ammo_9mmbox.
Delay Before Trigger delay : Non-functional in ammo_9mmbox.
Kill Target killtarget : Non-functional in ammo_9mmbox.
128 : TOUCH Only : Pick this item up only by touching it.
256 : USE Only : Pick this item up only by using it ('USE' key).
512 : Can Use w/o LoS : Player can pick up this item even when it's not within his line of sight.
1024 : Disable Respawn : Disables default item respawning.
2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.
As all weapon-, ammo- and item- entities, this respawns after 15 seconds.
Ammo already loaded into weapon doesn't count to maximum ammo in supply (e.g. 6 in Revolver and 36 in supply gives total amount of 42 ammo).
If '"Touch only" and "Use only" flags are selected, the ammo can only be collected by trigger. When those flags are not selected, the ammo also can be collected by trigger, but only if player is the !activator.