/*Applies aggro to whoever damage the AIController.Assumes that * the target is a cpu.*/ void ApplyAggro(int damage, UnitHealthDefence Target) { /*This distinction is made,for players' guns aren't children for the sake * of manual position syncing in multiplayer.*/ if (Target) { AIController AI = Target.GetComponentInChildren <AIController>(); if (AI) { NetworkInstanceId ID; if (gun_reference.client_user) { ID = gun_reference.client_user.netId; } else { NetworkBehaviour pnb = gun_reference.transform.parent.GetComponent <NetworkBehaviour>(); ID = pnb.netId; AIController aAI = pnb.GetComponentInChildren <AIController>(); } AI.UpdateAggro(damage, ID); } } }