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ak101.c
Go to the documentation of this file.
1
class
AK101_Base
:
AKM_Base
2
{
3
override
RecoilBase
SpawnRecoilObject()
4
{
5
return
new
Ak101Recoil
(
this
);
6
}
7
8
//Debug menu Spawn Ground Special
9
override
void
OnDebugSpawn()
10
{
11
GameInventory
inventory = GetInventory();
12
13
inventory.
CreateInInventory
(
"AK_Bayonet"
);
14
inventory.
CreateInInventory
(
"AK_PlasticBttstck"
);
15
inventory.
CreateInInventory
(
"AK_RailHndgrd"
);
16
inventory.
CreateInInventory
(
"PSO1Optic"
);
17
inventory.
CreateInInventory
(
"UniversalLight"
);
18
inventory.
CreateInInventory
(
"Battery9V"
);
19
inventory.
CreateInInventory
(
"Battery9V"
);
20
21
SpawnAttachedMagazine(
"Mag_AK101_30Rnd"
);
22
}
23
};
24
25
class
AK101
:
AK101_Base
26
{
27
override
bool
CanEnterIronsights()
28
{
29
ItemOptics
optic = GetAttachedOptics();
30
if
(optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || PSO6Optic.Cast(optic) || KazuarOptic.Cast(optic))
31
return
true
;
32
return
super.CanEnterIronsights();
33
}
34
};
AK101_Base
Definition
ak101.c:2
AK101
Definition
ak101.c:26
AKM_Base
Definition
akm.c:2
Ak101Recoil
Definition
ak101recoil.c:2
GameInventory
script counterpart to engine's class Inventory
Definition
inventory.c:79
GameInventory::CreateInInventory
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
Definition
inventory.c:874
ItemOptics
Definition
itemoptics.c:2
RecoilBase
Definition
recoilbase.c:2
Daten
4_world
entities
firearms
automaticrifle
ak101.c
Generated by
1.12.0