void ANimModCharacter::EquipWeapon(ANimModWeapon* Weapon) { if (Weapon) { if (Role == ROLE_Authority) { SetCurrentWeapon(Weapon); } else { ServerEquipWeapon(Weapon); } } }
void AAmethystCharacter::EquipWeapon(AAmethystWeapon* Weapon) { if (Weapon) { if (Role == ROLE_Authority) { SetCurrentWeapon(Weapon); } else { ServerEquipWeapon(Weapon); } } }
void ASCharacter::EquipWeapon(ASWeapon* Weapon) { if (Weapon) { /* Ignore if trying to equip already equipped weapon */ if (Weapon == CurrentWeapon) return; if (Role == ROLE_Authority) { SetCurrentWeapon(Weapon, CurrentWeapon); } else { ServerEquipWeapon(Weapon); } } }