private void CancelCurrentWeaponStates() { if (this._equippedItem != null) { C_AmmoOnGun component = this._equippedItem.GetComponent <C_AmmoOnGun>(); if (component != null) { component.StopReload(); } } this.m_pC_FPSPlayer.StopWeaponRunState(); this.m_pC_FPSPlayer.StopWeaponZoomState(); this.m_pC_FPSPlayer.StopWeaponReloadState(); this.m_pC_FPSPlayer.StopWeaponCrouchState(); this.m_pC_FPSPlayer.SetState("Zoom", false); base.audio.Stop(); }
private void ReApplyCurrentWeaponStates() { if (this._equippedItem != null) { C_AmmoOnGun component = this._equippedItem.GetComponent <C_AmmoOnGun>(); if (component != null) { component.StopReload(); } } if (this.m_pC_FPSPlayer.m_IsRunning) { this.m_pC_FPSPlayer.StartWeaponRunState(); } if (this.m_pC_FPSPlayer.m_IsCrouching) { this.m_pC_FPSPlayer.StartWeaponCrouchState(); } }