fix: random loadouts if other options not selected

This commit is contained in:
Jonny_Bro (Nikita) 2025-02-02 12:46:47 +05:00
parent fc0a4bdab1
commit 80fa0c531b

View file

@ -132,14 +132,14 @@ function Beatrun_GiveGMWeapon(ply)
end
elseif GetConVar("Beatrun_RandomARC9Loadouts"):GetBool() and not GetConVar("Beatrun_RandomMWLoadouts"):GetBool() then
for i = 0, 1 do
-- We don't need ammo because ARC9 got the infinite ammo option!
-- We don't need ammo because ARC9 got the infinite ammo option
local swep = Beatrun_getRandomARC9SWEP()
ply:Give(swep.ClassName)
end
elseif not GetConVar("Beatrun_RandomARC9Loadouts"):GetBool() and not GetConVar("Beatrun_RandomMWLoadouts"):GetBool() then
for _, b in ipairs(BEATRUN_GAMEMODES_LOADOUTS[math.random(#BEATRUN_GAMEMODES_LOADOUTS)]) do
local w = v:Give(b)
local w = ply:Give(b)
timer.Simple(1, function()
Beatrun_GiveAmmo(w, ply)