Is this a better way of setting EFiringState to OutOfAmmo?

void UTankAimingComponent::TickComponent(...)
{
    if (FiringState == EFiringState::OutOfAmmo)
    {
        return;
    }
   ...
}

void UTankAimingComponent::Fire()
{  
    ...

    if (--RoundsLeft == 0) { FiringState = EFiringState::OutOfAmmo; }    
}

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