Constrained weapon behavior to client side only
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@@ -242,8 +242,10 @@ private:
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// Spawn the weapon(s)
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EntityWrapper firstPersonWeapon;
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EntityWrapper thirdPersonWeapon;
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if (firstPersonAttachment.Valid()) {
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firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
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if (IsClient) {
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if (firstPersonAttachment.Valid()) {
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firstPersonWeapon = SpawnerSystem::Spawn(firstPersonAttachment, firstPersonAttachment);
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}
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}
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if (thirdPersonAttachment.Valid()) {
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thirdPersonWeapon = SpawnerSystem::Spawn(thirdPersonAttachment, thirdPersonAttachment);
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@@ -117,11 +117,12 @@ void AssaultWeaponBehaviour::OnReload(ComponentWrapper cWeapon, WeaponInfo& wi)
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// Play animation
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playAnimationAndReturn(wi.FirstPersonEntity, "BlendTreeAssaultWeapon", "Reload");
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// Spawn explosion effect
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EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("FirstPersonReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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if (IsClient) {
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// Spawn explosion effect
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EntityWrapper reloadEffectSpawner = wi.FirstPersonEntity.FirstChildByName("FirstPersonReloadSpawner");
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if (reloadEffectSpawner.Valid()) {
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SpawnerSystem::Spawn(reloadEffectSpawner, reloadEffectSpawner);
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}
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}
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}
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