public virtual bool CanShoot() { if (mag.CanFire() && (state == GunState.Idle || state == GunState.Recovering) && Time.time >= lastFired + stats.fireDelay && !IsBarrelBlocked()) { return(true); } else { return(false); } }
public virtual bool CanShoot() { if (mag.CanFire() && (state == GunState.Idle || state == GunState.Recovering) && Time.time >= lastFired + stats.fireDelay && !IsBarrelBlocked()) { return(true); } else { return(false); } }