// reloadActiveWeapon
// reload weapon
void CWeaponComponent::reloadActiveWeapon(bool b)
{
	if ( m_activeWeapon )
	{
		CGameObject *pObj = m_activeWeapon->m_obj;

		CGunComponent* gun = (CGunComponent*)pObj->getComponent(CGameComponent::GunComponent);
		if ( gun )
			gun->reload(b);
	}
}
// needReloadActiveWeapon
// check to reload active weapon
bool CWeaponComponent::needReloadActiveWeapon()
{
	if ( m_activeWeapon )
	{
		CGameObject *pObj = m_activeWeapon->m_obj;

		CGunComponent* gun = (CGunComponent*)pObj->getComponent(CGameComponent::GunComponent);
		if ( gun )
			return gun->needReload();
	}
	return false;
}