Unity Reload Bullets left

Hello, I am making a first person shooter game, but I have a problem with calculating bullets left. I want it so if you have like 5/7 bullets in the pistol and 14 bullets left and you reload it goes to 9 bullets left not 7.

Here is my code

#pragma strict
 
var bulletPrefab : Transform;
var shootForce : float = 3000;
var damage:float = 20;
var range = 100.0;
var force = 10.0;
var Aim : boolean = false;
var ADSCam : GameObject;
var muzzleFlash : Renderer;
var muzzleLight : Light;

var bulletsInClip = 7;
var clips = 3;


function Start ()
{
muzzleFlash.enabled = false;
muzzleLight.enabled = false;
}

function Update () {
if(Input.GetMouseButtonUp(0)){
if(bulletsInClip >= 1){
fire();
//audio clip
}
}
if (Input.GetKeyDown (KeyCode.R)){
if(bulletsInClip <= 7){
Reload();
}
}

if(Input.GetMouseButtonDown(1)){
Aim = true;
}
if(Input.GetMouseButtonUp(1)){
Aim = false;
}
if(Aim == true){
ADSCam.active = true;
} else {
ADSCam.active = false;
}
}
 
function fire(){
bulletsInClip--;
var instanceBullet = Instantiate(bulletPrefab,transform.position,Quaternion.identity);
instanceBullet.rigidbody.AddForce(transform.forward*shootForce);
        
var direction = transform.TransformDirection(Vector3.forward);
var hit : RaycastHit;
	
// Did we hit anything?
if (Physics.Raycast (transform.position, direction, hit, range)) {
Debug.DrawRay(transform.position, direction * range);
// Apply a force to the rigidbody we hit
if (hit.rigidbody)
hit.rigidbody.AddForceAtPosition(force * direction, hit.point);
hit.collider.SendMessageUpwards("ApplyDamage", damage, SendMessageOptions.DontRequireReceiver);
}
muzzleFlash.renderer.enabled = true;
muzzleLight.enabled = true;
yield WaitForSeconds (0.04);
muzzleFlash.renderer.enabled = false;
muzzleLight.enabled = false;
}

function OnTriggerEnter(hit:Collider){
if(hit.tag == "Enemy"){
hit.transform.SendMessage("Damage",damage);
}
}

function OnGUI(){
GUI.Label (Rect (10, 10, 100, 200), "Bullets left: " + bulletsInClip);
GUI.Label (Rect (10, 30, 100, 200), "Clips left: " + clips * 7);
}

function Reload(){
yield WaitForSeconds (1.25);
bulletsInClip = 7;
clips = (clips - 1);
}

Insert this under line 11:

var clipSize: int = 9;

Replace line 85 with:

bulletsInClip = clipSize;

Now you can set the clip size using the inspector.

Edit:
To update the GUI replace line 80 with:

GUI.Label (Rect (10, 30, 100, 200), "Clips left: " + clips * clipSize);