local Buff_InfiniteBullets = {}; function Buff_InfiniteBullets:LuaDoAction() if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[Buff_InfiniteBullets_LuaDoAction]") local OwnerPawn = self:GetOwnerPawn() if UE.IsValid(OwnerPawn) then for i, v in pairs(ShootWeaponEnums) do local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(OwnerPawn, v) if UE.IsValid(Weapon) then UGCGunSystem.EnableInfiniteBullets(Weapon, true); end end end return true end function Buff_InfiniteBullets:LuaUndoAction() return true end function Buff_InfiniteBullets:LuaResetAction() UGCLogSystem.Log("[Buff_InfiniteBullets_LuaResetAction]") return true end --function Buff_InfiniteBullets:LuaUpdateAction(DeltaSeconds) -- return true --end return Buff_InfiniteBullets;