Fix the client thinking it cannot shoot after mispredicting when it actually can (#28464)
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@@ -186,6 +186,7 @@ public abstract partial class SharedGunSystem
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!Paused(uid))
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{
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gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRateModified);
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Dirty(uid, gunComp);
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}
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Dirty(uid, component);
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