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Network Weapons
+ started weapons with Mirror
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50
Assets/Scripts/Weapons/Ammunition.cs
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50
Assets/Scripts/Weapons/Ammunition.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Ammunition : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public bool subtractAmmunition(Weapon weapon)
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{
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if (weapon.CurrentAmmunition > 0) {
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weapon.CurrentAmmunition -= weapon.RoundsPerShot;
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Debug.Log(weapon.CurrentAmmunition + " - " + weapon.RoundsPerShot);
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return true;
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}
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return false;
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}
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public bool reloadWeapon(Weapon weapon)
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{
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if (weapon.AllowAction && weapon.TotalAmmunition > 0) {
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weapon.AllowAction = false;
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int dif = weapon.MagazinSize - weapon.CurrentAmmunition;
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if (weapon.TotalAmmunition >= dif) {
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weapon.CurrentAmmunition += dif;
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weapon.TotalAmmunition -= dif;
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}
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else {
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weapon.CurrentAmmunition += weapon.TotalAmmunition;
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weapon.TotalAmmunition = 0;
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}
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weapon.AllowAction = true;
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Debug.Log("Reloaded");
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return true;
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}
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return false;
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}
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}
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