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)); }