void AFournoidWeapon::StopFire() { if ( Role < ROLE_Authority ) { ServerStopFire(); } if ( CurrentState == WeaponState::WS_Firing ) { SetWeaponState(WeaponState::WS_Idle); } }
void AShooterWeapon::StopFire() { if (Role < ROLE_Authority) { ServerStopFire(); } if (bWantsToFire) { bWantsToFire = false; DetermineWeaponState(); } }