void ASCharacter::SetSprinting(bool NewSprinting)
{
	bWantsToRun = NewSprinting;

	if (bIsCrouched)
		UnCrouch();

	// TODO: Stop weapon fire

	if (Role < ROLE_Authority)
	{
		ServerSetSprinting(NewSprinting);
	}
}
void AShooterCharacter::SetSprinting(bool NewSprinting)
{
	bWantsToRun = NewSprinting;

	if (bIsCrouched)
	{
		UnCrouch();
	}

	if (Role < ROLE_Authority)
	{
		ServerSetSprinting(NewSprinting);
	}
}