void UARActionStateComponent::StopAction()
{
	if (GetOwnerRole() < ROLE_Authority)
	{
		ServerStopAction();
		EndActionSequence();
	}
	else
	{
		EndActionSequence();
	}
}
Esempio n. 2
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//does do anything for now, but it will be needed for fireting stop ;).
void AARWeapon::InputReleased()
{
	if (Role < ROLE_Authority)
	{
		//WeaponState->StopAction();
		ServerStopAction();
	}
	else
	{
		StopAction();
	}
}