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| void ABMWeapon::InitializeFireEvent() | |
| { | |
| FBMWeaponEvent& Event = RegisterEvent({EBMWeaponEventType::Fire, GetFName(), true}); | |
| Event.BeginCallback.BindLambda([&] | |
| { | |
| bFiring = true; | |
| // While preparing for fire, we realized there is no ammo left, so directly play a dry fire sound. Process step is not used on | |
| // dry fire animations |