diff --git a/modular_skyrat/modules/sec_haul/code/guns/gun_spawns.dm b/modular_skyrat/modules/sec_haul/code/guns/gun_spawns.dm index d24ab9c56cb..fc568e8ba99 100644 --- a/modular_skyrat/modules/sec_haul/code/guns/gun_spawns.dm +++ b/modular_skyrat/modules/sec_haul/code/guns/gun_spawns.dm @@ -13,37 +13,27 @@ /// How many mags per gun do we spawn, if it takes magazines. var/mags_to_spawn = 3 /// Do we want to angle it so that it is horizontal? - var/vertial_guns = TRUE + var/vertical_guns = TRUE /obj/structure/rack/shelf /obj/effect/spawner/armory_spawn/Initialize(mapload) ..() - if(guns?.len) - var/guns_spawned = 0 - while((gun_count - guns_spawned) && guns.len) - var/gunspawn = pick_weight(guns) - while(islist(gunspawn)) - gunspawn = pick_weight(gunspawn) - if(!gun_doubles) - guns.Remove(gunspawn) + for(var/gun in guns) // 11/20/21: Gun spawners now spawn 1 of each gun in it's list no matter what, so as to reduce the RNG of the armory stock. + var/obj/item/gun/spawned_gun = new gun(loc) - if(gunspawn) - var/obj/item/gun/spawned_gun = new gunspawn(loc) + if(vertical_guns) + spawned_gun.place_on_rack() + spawned_gun.pixel_x = rand(-10, 10) - if(vertial_guns) - spawned_gun.place_on_rack() - spawned_gun.pixel_x = rand(-10,10) + if(istype(spawned_gun, /obj/item/gun/ballistic)) + var/obj/item/gun/ballistic/spawned_ballistic_gun = spawned_gun + if(spawned_ballistic_gun.magazine && !istype(spawned_ballistic_gun.magazine, /obj/item/ammo_box/magazine/internal)) + var/obj/item/storage/box/ammo_box/spawned_box = new(loc) + spawned_box.name = "ammo box - [spawned_ballistic_gun.name]" + for(var/i in 1 to mags_to_spawn) + new spawned_ballistic_gun.mag_type (spawned_box) - if(istype(spawned_gun, /obj/item/gun/ballistic)) - var/obj/item/gun/ballistic/spawned_ballistic_gun = spawned_gun - if(spawned_ballistic_gun.magazine && !istype(spawned_ballistic_gun.magazine, /obj/item/ammo_box/magazine/internal)) - var/obj/item/storage/box/ammo_box/spawned_box = new(loc) - spawned_box.name = "ammo box - [spawned_ballistic_gun.name]" - for(var/i in 1 to mags_to_spawn) - new spawned_ballistic_gun.mag_type (spawned_box) - - guns_spawned++ return INITIALIZE_HINT_QDEL /obj/effect/spawner/armory_spawn/shotguns