void SendShoot() { shootRay.origin = gunBarrelEnd.transform.position; shootRay.direction = transform.forward; if (Physics.Raycast(shootRay, out shootHit, range, shootableMask)) { ClientEntity enemyEntity = shootHit.collider.GetComponent <ClientEntity> (); if (enemyEntity != null) { self.CallServer("ShootHit", enemyEntity.ID); } else { self.CallServer("ShootMiss"); } } else { self.CallServer("ShootMiss"); } }