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/// Forces the player's client to play the weapon reload animation, bypassing server-side checks.
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/// </summary>
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/// <returns><see langword="true"/> if the command to start reloading was sent. Otherwise, <see langword="false"/>.</returns>
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/// <remarks>
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/// This method does not check if the weapon can actually be reloaded. It only forces the animation and is not guaranteed to result in a successful reload.
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/// </remarks>
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publicboolForceReloadWeapon()
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{
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if(CurrentItemis not Firearmfirearm||firearm.AnimatorReloaderModule==null)
/// Forces the player's client to play the weapon unload animation, bypassing server-side checks.
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/// </summary>
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/// <returns><see langword="true"/> if the command to start unloading was sent. Otherwise, <see langword="false"/>.</returns>
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/// <remarks>
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/// This method does not check if the weapon can actually be unloaded. It only forces the animation and is not guaranteed to result in a successful unload.
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/// </remarks>
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publicboolForceUnloadWeapon()
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{
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if(CurrentItemis not Firearmfirearm||firearm.AnimatorReloaderModule==null)
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