/// <summary> /// Reloads the gun. /// </summary> public bool Reload() { if (weapon && !IsFiring && !IsReloading && weapon.MagazineSize != 0) { reloadCoroutine = ExtendedCoroutine.ActionAfterSeconds(this, weapon.ReloadTime, OnReloaded, true); NetworkWeaponAnimator.OnStartedReload(); ReloadingBegins?.Invoke(weapon.ReloadTime); return(true); } return(false); }
public void ServerReviving(Player player) { // Maybe add a check if the player is in range. if (!player || player.Health.Alive) { return; } downedPlayerAbleToRevive = player; revivingCoroutine = ExtendedCoroutine.ActionAfterSeconds(this, timeForPlayerRevive, OnServerPlayerRevived, true); RpcOnRevivingOtherPlayerStarted(); }