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@@ -296,7 +296,7 @@ namespace MultiplayerSample
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m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true);
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m_updateAI.Enqueue(AZ::TimeMs{ 0 }, true);
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m_networkAiComponentController = GetNetworkAiComponentController();
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m_networkAiComponentController = GetNetworkAiComponentController();
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}
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}
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- else if (IsAutonomous())
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+ else if (IsNetEntityRoleAutonomous())
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{
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{
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId);
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(DrawEventId);
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId);
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusConnect(FirePrimaryEventId);
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@@ -306,7 +306,7 @@ namespace MultiplayerSample
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void NetworkWeaponsComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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void NetworkWeaponsComponentController::OnDeactivate([[maybe_unused]] Multiplayer::EntityIsMigrating entityIsMigrating)
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{
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{
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- if (IsAutonomous() && !m_aiEnabled)
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+ if (IsNetEntityRoleAutonomous() && !m_aiEnabled)
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{
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{
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId);
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(DrawEventId);
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId);
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StartingPointInput::InputEventNotificationBus::MultiHandler::BusDisconnect(FirePrimaryEventId);
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@@ -409,7 +409,7 @@ namespace MultiplayerSample
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GetParent().ActivateWeaponWithParams(
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GetParent().ActivateWeaponWithParams(
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aznumeric_cast<WeaponIndex>(weaponIndexInt), weaponState, fireParams, validateActivations);
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aznumeric_cast<WeaponIndex>(weaponIndexInt), weaponState, fireParams, validateActivations);
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- if (IsAuthority())
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+ if (IsNetEntityRoleAuthority())
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{
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{
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SetActivationParams(weaponIndexInt, fireParams);
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SetActivationParams(weaponIndexInt, fireParams);
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SetActivationCounts(weaponIndexInt, weaponState.m_activationCount);
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SetActivationCounts(weaponIndexInt, weaponState.m_activationCount);
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