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akm.c
Go to the documentation of this file.
1
class
AKM_Base
: RifleBoltFree_Base
2
{
3
override
RecoilBase
SpawnRecoilObject()
4
{
5
return
new
AkmRecoil
(
this
);
6
}
7
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/*override int GetWeaponSpecificCommand(int weaponAction ,int subCommand)
9
{
10
if ( weaponAction == WeaponActions.RELOAD)
11
{
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switch (subCommand)
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{
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case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET:
15
return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET;
16
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case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET:
18
return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET;
19
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case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET:
21
return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET;
22
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case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET:
24
return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET;
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default:
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return subCommand;
28
}
29
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}
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return subCommand;
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}*/
33
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override
bool
CanEnterIronsights
()
35
{
36
ItemOptics
optic = GetAttachedOptics();
37
if
(optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || PSO6Optic.Cast(optic) || KazuarOptic.Cast(optic))
38
return
true
;
39
return
super.CanEnterIronsights();
40
}
41
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//Debug menu Spawn Ground Special
43
override
void
OnDebugSpawn
()
44
{
45
GameInventory
inventory = GetInventory();
46
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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
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// Calling super for this one will just pick the 300 round mag
56
SpawnAttachedMagazine(
"Mag_AKM_Drum75Rnd"
);
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}
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};
CanEnterIronsights
AugOptic CanEnterIronsights
Definition
aug.c:63
AKM_Base
Definition
akm.c:2
AkmRecoil
Definition
akmrecoil.c:2
GameInventory
script counterpart to engine's class Inventory
Definition
inventory.c:81
GameInventory::CreateInInventory
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
Definition
inventory.c:876
ItemOptics
Definition
itemoptics.c:2
RecoilBase
Definition
recoilbase.c:2
OnDebugSpawn
class Hatchback_02_Blue extends Hatchback_02 OnDebugSpawn
Definition
hatchback_02.c:414
Daten
4_world
entities
firearms
automaticrifle
akm.c
Generated by
1.16.1