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fix: random loadouts if other options not selected
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parent
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commit
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1 changed files with 2 additions and 2 deletions
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@ -132,14 +132,14 @@ function Beatrun_GiveGMWeapon(ply)
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end
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end
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elseif GetConVar("Beatrun_RandomARC9Loadouts"):GetBool() and not GetConVar("Beatrun_RandomMWLoadouts"):GetBool() then
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elseif GetConVar("Beatrun_RandomARC9Loadouts"):GetBool() and not GetConVar("Beatrun_RandomMWLoadouts"):GetBool() then
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for i = 0, 1 do
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for i = 0, 1 do
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-- We don't need ammo because ARC9 got the infinite ammo option!
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-- We don't need ammo because ARC9 got the infinite ammo option
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local swep = Beatrun_getRandomARC9SWEP()
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local swep = Beatrun_getRandomARC9SWEP()
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ply:Give(swep.ClassName)
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ply:Give(swep.ClassName)
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end
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end
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elseif not GetConVar("Beatrun_RandomARC9Loadouts"):GetBool() and not GetConVar("Beatrun_RandomMWLoadouts"):GetBool() then
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elseif not GetConVar("Beatrun_RandomARC9Loadouts"):GetBool() and not GetConVar("Beatrun_RandomMWLoadouts"):GetBool() then
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for _, b in ipairs(BEATRUN_GAMEMODES_LOADOUTS[math.random(#BEATRUN_GAMEMODES_LOADOUTS)]) do
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for _, b in ipairs(BEATRUN_GAMEMODES_LOADOUTS[math.random(#BEATRUN_GAMEMODES_LOADOUTS)]) do
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local w = v:Give(b)
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local w = ply:Give(b)
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timer.Simple(1, function()
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timer.Simple(1, function()
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Beatrun_GiveAmmo(w, ply)
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Beatrun_GiveAmmo(w, ply)
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