DayZ 1.24
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AKM.c
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1class AKM_Base : RifleBoltFree_Base
2{
4 {
5 return new AkmRecoil(this);
6 }
7
8 /*override int GetWeaponSpecificCommand(int weaponAction ,int subCommand)
9 {
10 if ( weaponAction == WeaponActions.RELOAD)
11 {
12 switch (subCommand)
13 {
14 case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET:
15 return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET;
16
17 case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET:
18 return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET;
19
20 case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET:
21 return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET;
22
23 case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET:
24 return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET;
25
26 default:
27 return subCommand;
28 }
29
30 }
31 return subCommand;
32 }*/
33
34 override bool CanEnterIronsights()
35 {
36 ItemOptics optic = GetAttachedOptics();
37 if (optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || KazuarOptic.Cast(optic))
38 return true;
39 return super.CanEnterIronsights();
40 }
41
42 //Debug menu Spawn Ground Special
43 override void OnDebugSpawn()
44 {
45 GameInventory inventory = GetInventory();
46
47 inventory.CreateInInventory("AK_WoodBttstck");
48 inventory.CreateInInventory("AK_RailHndgrd");
49 inventory.CreateInInventory("AK_Bayonet");
50 inventory.CreateInInventory("UniversalLight");
51 inventory.CreateInInventory("KobraOptic");
52 inventory.CreateInInventory("Battery9V");
53 inventory.CreateInInventory("Battery9V");
54
55 // Calling super for this one will just pick the 300 round mag
56 SpawnAttachedMagazine("Mag_AKM_Drum75Rnd");
57 }
58};
Definition AKM.c:2
override void OnDebugSpawn()
Definition AKM.c:43
override RecoilBase SpawnRecoilObject()
Definition AKM.c:3
override bool CanEnterIronsights()
Definition AKM.c:34
script counterpart to engine's class Inventory
Definition Inventory.c:79