Reload while whole magazine is full

Guys im having a problem that i cant solve in my script :frowning:
its bassicly that i am able to reload while my whole magazine is full do you guys know how to fix it? i would really apreciate it :slight_smile: this is my script :

#pragma strict

var Range : float = 1000;
var Force : float = 1000;

var hitMark : GameObject;

var texta : GUITexture;
var four : Texture;
var three : Texture;
var two : Texture;
var one : Texture;
var zero : Texture;
var five : Texture;

var bullets : int = 5;

var shootSound : AudioClip;
function Start () {

}

function Update () {

	if(Input.GetKeyDown(KeyCode.R))  {
		
		
		GameObject.Find("Gun").animation.Play("reload");
		
	
	}
	
	if(bullets == 5){ texta.guiTexture.texture = five; }
	
			else if(bullets == 0){ GameObject.Find("Gun").animation.Play("reload"); bullets = 5; }
			else if(bullets == 4){ texta.guiTexture.texture = four; }
			else if(bullets == 3){ texta.guiTexture.texture = three; }
			else if(bullets == 2){ texta.guiTexture.texture = two; }
			else if(bullets == 1){ texta.guiTexture.texture = one; }
		
		
		
		var hit : RaycastHit;
				
		var direction : Vector3  = transform.TransformDirection(Vector3.forward);
         
		Debug.DrawRay(transform.position , direction * Range , Color.blue);
				
			if(Input.GetMouseButtonDown(0)){
			audio.PlayOneShot(shootSound);			
			bullets--;
				
				if(Physics.Raycast(transform.position , direction , hit, Range)){
				
							var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
					
							if(hit.collider.gameObject.tag == "zombie"){
				
							    //hit.rigidbody.AddForceAtPosition( direction * 100 , hit.point);
							    //hit.collider.gameObject.animation.Play("die");
							    Instantiate(hitMark);
							    hit.collider.gameObject.SendMessage("ApplyDamage", 25);
	
								
						    }
				
				}
			}			
}

if(Input.GetKeyDown(KeyCode.R) && (bullets < 5)) {
GameObject.Find(“Gun”).animation.Play(“reload”);

}

GameObject gun;
var fullMag:int;

function Start(){
   gun = GameObject.Find("Gun");
   fullMag = ;
}

if(Input.GetKeyDown(KeyCode.R))  {
   if(bullet!=fullMag){
       gun.animation.Play("reload");
   }
}

I guess you need to check if your mag is already full or not. I also modified for slight optimization.