void Ship::Shoot() { if (Reloading()) return; m_Projectiles.push_back(new Projectile(getPosition(), m_Direction)); m_Reloading.restart(); }
void ASFireWeapon::Reload() { if ( !Reloading() ) currentAmmo = slotAmmo; timeLastReload = 0.0f; }
bool ASFireWeapon::CanBeUsed() { return ASWeapon::CanBeUsed() && !Reloading() && !OutOfAmmo(); }