akm.c 1.7 KB

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  1. class AKM_Base : RifleBoltFree_Base
  2. {
  3. override RecoilBase SpawnRecoilObject()
  4. {
  5. return new AkmRecoil(this);
  6. }
  7. /*override int GetWeaponSpecificCommand(int weaponAction ,int subCommand)
  8. {
  9. if ( weaponAction == WeaponActions.RELOAD)
  10. {
  11. switch (subCommand)
  12. {
  13. case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET:
  14. return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET;
  15. case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET:
  16. return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET;
  17. case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET:
  18. return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET;
  19. case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET:
  20. return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET;
  21. default:
  22. return subCommand;
  23. }
  24. }
  25. return subCommand;
  26. }*/
  27. override bool CanEnterIronsights()
  28. {
  29. ItemOptics optic = GetAttachedOptics();
  30. if (optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || KazuarOptic.Cast(optic))
  31. return true;
  32. return super.CanEnterIronsights();
  33. }
  34. //Debug menu Spawn Ground Special
  35. override void OnDebugSpawn()
  36. {
  37. GameInventory inventory = GetInventory();
  38. inventory.CreateInInventory( "AK_WoodBttstck" );
  39. inventory.CreateInInventory( "AK_RailHndgrd" );
  40. inventory.CreateInInventory( "AK_Bayonet" );
  41. inventory.CreateInInventory( "UniversalLight" );
  42. inventory.CreateInInventory( "KobraOptic" );
  43. inventory.CreateInInventory( "Battery9V" );
  44. inventory.CreateInInventory( "Battery9V" );
  45. // Calling super for this one will just pick the 300 round mag
  46. SpawnAttachedMagazine("Mag_AKM_Drum75Rnd");
  47. }
  48. };