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if statement of RaycastHit #31

@kushgupta42

Description

@kushgupta42

using UnityEngine;
using UnityEngine.Networking;
using System.Collections;

public class PlayerShoot : NetworkBehaviour
{
private const string PLAYER_TAG = "Player";
private PlayerWeapon weapon;
[SerializeField]
private Camera cam;
[SerializeField]
private LayerMask mask;

void Start ()
{
	if (cam == null)
	{
		Debug.LogError("PlayerShoot: No camera referenced!");
		this.enabled = false;
	}
	
	//weaponManager = GetComponent<WeaponManager>();
}
void  Update()
{
	if(Input.GetButtonDown("Fire1"))
	{
		Shoot();
	}
}
[Client]
void Shoot()
{
	RaycastHit _hit;
	// below line gives me error
	if (Physics.Raycast(cam.transform.position, cam.transform.forward, out _hit, weapon.range, mask) )
	{
		//Debug.Log("we hit "+_hit.collider.name);
		if(_hit.collider.tag == PLAYER_TAG)
		{
			CmdPlayerShot(_hit.collider.name,weapon.damage);
		}
	}
}
[Command]
void CmdPlayerShot (string _playerID, int _damage)
{
	Debug.Log(_playerID + " has been shot.");

    Player _player = GameManager.GetPlayer(_playerID);
    _player.RpcTakeDamage(_damage);
}

}
// error : Object reference not set to an instance of an object

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