class AK101_Base : AKM_Base { override RecoilBase SpawnRecoilObject() { return new Ak101Recoil(this); } //Debug menu Spawn Ground Special override void OnDebugSpawn() { GameInventory inventory = GetInventory(); inventory.CreateInInventory( "AK_Bayonet" ); inventory.CreateInInventory( "AK_PlasticBttstck" ); inventory.CreateInInventory( "AK_RailHndgrd" ); inventory.CreateInInventory( "PSO1Optic" ); inventory.CreateInInventory( "UniversalLight" ); inventory.CreateInInventory( "Battery9V" ); inventory.CreateInInventory( "Battery9V" ); SpawnAttachedMagazine("Mag_AK101_30Rnd"); } }; class AK101 : AK101_Base { override bool CanEnterIronsights() { ItemOptics optic = GetAttachedOptics(); if (optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || KazuarOptic.Cast(optic)) return true; return super.CanEnterIronsights(); } };