using GAS.Runtime; namespace CoreGame.Render { public class GEComponent_FillAmmoStopReload : GameplayEffectComponent { public override void OnGameplayEffectExecuted(GameplayEffectComponentSpec partSelf, GameplayEffectSpec GESpec) { var owner = GESpec.Owner.owner; if (owner.hasEquips) { var holdGun = owner.equips.GetHoldGunEntity(); if (holdGun.IsValid() && holdGun.hasReload) { var gc = holdGun.gunData; if (owner.isLocalPlayer) { CoreUIBridge.CoreGamePushGunReload(gc.slotId, false); } holdGun.RemoveReload(); } } } } }