protected override void OnPartialAnimationLoopEnd(PartialAnimation ActivePartialAnimation) { RemovePartialAnimation(ActivePartialAnimation); foreach (WeaponBase ActiveWeapon in PrimaryWeapons.ActiveWeapons) { ActiveWeapon.OnPartialAnimationLoopEnd(ActivePartialAnimation, ActiveMovementStance, this); } foreach (WeaponBase ActiveWeapon in SecondaryWeapons.ActiveWeapons) { if (ActiveWeapon.CurrentAnimation == ActivePartialAnimation) { ActiveWeapon.CurrentAnimation = null; ActiveWeapon.InitiateFollowingAttack(true, ActiveMovementStance, this); } else { } } }