30 {
31 if (!super.ActionCondition( player, target, item ))
32 return false;
33
34 bool result = false;
35 Weapon_Base wpn = Weapon_Base.Cast(item);
36 if ( player.GetWeaponManager().CanEjectBullet(wpn))
37 {
39 {
40 result = true;
41 }
42 else
43 {
44 if( player.GetWeaponManager().CanEjectBulletVerified() )
45 {
46 result = true;
47 }
48 player.GetWeaponManager().SetEjectBulletTryTimestamp();
49 }
50 }
51 return result;
52 }
proto native CGame GetGame()