void ASCharacter::SetSprinting(bool NewSprinting) { bWantsToRun = NewSprinting; if (bIsCrouched) UnCrouch(); // TODO: Stop weapon fire if (Role < ROLE_Authority) { ServerSetSprinting(NewSprinting); } }
void AShooterCharacter::SetSprinting(bool NewSprinting) { bWantsToRun = NewSprinting; if (bIsCrouched) { UnCrouch(); } if (Role < ROLE_Authority) { ServerSetSprinting(NewSprinting); } }