void Reload() { if (_gunInventory[_currentlySelectedWeapon].gunObject && !_grenadeSelected && _currentlySelectedWeapon != 2) { if (_currentWeaponInterface.returnCurrentMagazineValue() == 0) { RemoveCritBoost(); } bool fullMagazine = _currentWeaponInterface.returnCurrentMagazineValue() == _currentWeaponInterface.ReturnClipSize(); if (XCI.GetButtonDown(XboxButton.X, _inputScript.controller) && !fullMagazine && _gunInventory[_currentlySelectedWeapon].currentAmmo > 0) { GetComponent <SCR_PlayerWorldSpaceUI>().ShowReloadPrompt(true); if (!_isReloading) { if (bCritActive) { RemoveCritBoost(); } critGauge = null; _isReloading = true; _currentWeaponInterface.GunReload(true); normalGauge = uiManagerScript.DecreaseSteamGauge(gameObject.tag, this, reloadMultiplier, playerWorldSpaceUIScr); _currentWeaponInterface.PlayReloadSound(); StartCoroutine(normalGauge); if (!bHasReloaded && bTutorialCanReload) { GameObject tutorialManager = GameObject.FindGameObjectWithTag("TutorialManager"); if (tutorialManager) { SCR_TutorialManager tutorialManagerScr = tutorialManager.GetComponent <SCR_TutorialManager>(); tutorialManagerScr.SetHasReloaded(); } bHasReloaded = true; } playerWorldSpaceUIScr.HideReloadButtonPrompt(); } else if (_isReloading && !_CritAttempted) { if (normalGauge != null) { StopCoroutine(normalGauge); normalGauge = null; } critGauge = uiManagerScript.rotateGaugePinFull(0.0f, this, gameObject.tag, false); StartCoroutine(critGauge); playerWorldSpaceUIScr.ShowReloadPrompt(false); //Original system //float clipPercentage = uiManagerScript.ReturnPercentage(gameObject.tag); //float ammoGaugePercentage = RefillClip(clipPercentage); //EGX SYSTEM float ammoGaugePercentage = RefillClip(100); _CritAttempted = true; uiManagerScript.SetCurrentAmmoText(gameObject.tag, ammoGaugePercentage * _currentWeaponInterface.ReturnClipSize(), _gunInventory[_currentlySelectedWeapon].currentAmmo, _currentWeaponInterface.ReturnClipSize()); if (uiManagerScript.WithinCritZone()) { CriticalDamageBonus(); SCR_AudioManager.instance.Play("DingReload"); } } } } }