private bool HasNoReservedBullet(WeaponBagLogic bag, PlayerEntity playerEntity)
 {
     if (bag.GetReservedBullet() < 1)
     {
         _elapse = 0;
         if (SharedConfig.CurrentGameMode == Components.GameMode.Normal)
         {
             playerEntity.tip.TipType = ETipType.BulletRunout;
         }
         else
         {
             playerEntity.tip.TipType = ETipType.NoBulletInPackage;
         }
         return(true);
     }
     return(false);
 }
 public int GetWeaponBulletCount(EWeaponSlotType slot)
 {
     return(_weaponBagLogic.GetReservedBullet(slot));
 }