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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();
}
}
}
}
}