private void ClientRemote_OnWeaponInputStop(ICharacter whoFires) { if (whoFires == null || !whoFires.IsInitialized) { return; } WeaponSystemClientDisplay.OnWeaponInputStop(whoFires); }
private static void SharedCallOnWeaponInputStop(WeaponState state, ICharacter character) { Api.Assert(state.IsEventWeaponStartSent, "Firing event must be set"); state.IsEventWeaponStartSent = false; if (IsClient) { // finished firing weapon on Client-side WeaponSystemClientDisplay.OnWeaponInputStop(character); } else // if this is Server { // notify other clients about finished firing weapon using var scopedBy = Api.Shared.GetTempList <ICharacter>(); Server.World.GetScopedByPlayers(character, scopedBy); Instance.CallClient( scopedBy, _ => _.ClientRemote_OnWeaponInputStop(character)); } }
private void ClientRemote_OnWeaponInputStop(ICharacter whoFires) { WeaponSystemClientDisplay.OnWeaponInputStop(whoFires); }