//Handles all weapon logic void WeaponLogic() { if (!weaponHandler) { return; } aiming = Input.GetButton(input.aimButton) || debugAim; weaponHandler.Aim(aiming); other.requireInputForTurn = !aiming; weaponHandler.FingerOnTrigger(Input.GetButton(input.fireButton)); if (Input.GetButtonDown(input.reloadButton)) { weaponHandler.Reload(); } if (Input.GetButtonDown(input.dropWeaponButton)) { weaponHandler.DropCurWeapon(); } if (Input.GetButtonDown(input.switchWeaponButton)) { weaponHandler.SwitchWeapons(); } if (!weaponHandler.currentWeapon) { return; } weaponHandler.currentWeapon.shootRay = new Ray(TPSCamera.transform.position, TPSCamera.transform.forward); }