local BuffActionBase = require('Script.Global.BuffSystem.BuffActionBase') local BuffAction_InfiniteBullets = setmetatable( {}, { __index = BuffActionBase, __metatable = BuffActionBase } ); function BuffAction_InfiniteBullets:LuaDoAction() BuffActionBase.LuaDoAction(self) if not UGCGameSystem.IsServer() then return true end UGCLogSystem.Log("[BuffAction_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 end --function BuffAction_InfiniteBullets:LuaUndoAction() -- self.BuffActionBase.LuaUndoAction(self) --end return BuffAction_InfiniteBullets;