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mp5.c
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1
5class MP5K_Base : RifleBoltFree_Base
6{
7 void MP5K_Base ()
8 {
9 }
10
11 override RecoilBase SpawnRecoilObject()
12 {
13 return new Mp5kRecoil(this);
14 }
15
16
17 override int GetWeaponSpecificCommand(int weaponAction ,int subCommand)
18 {
19 if ( weaponAction == WeaponActions.RELOAD)
20 {
21 switch (subCommand)
22 {
23 case WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET:
24 return WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET;
25
26 case WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET:
27 return WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET;
28
29 case WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET:
30 return WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET;
31
32 case WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET:
33 return WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET;
34
35 default:
36 return subCommand;
37 }
38
39 }
40 return subCommand;
41 }
42
43 //Debug menu Spawn Ground Special
44 override void OnDebugSpawn()
45 {
46 GameInventory inventory = GetInventory();
47 inventory.CreateInInventory( "MP5k_StockBttstck" );
48 inventory.CreateInInventory( "MP5_RailHndgrd" );
49 inventory.CreateInInventory( "MP5_Compensator" );
50 inventory.CreateInInventory( "ReflexOptic" );
51 inventory.CreateInInventory( "UniversalLight" );
52 inventory.CreateInInventory( "Battery9V" );
53 inventory.CreateInInventory( "Battery9V" );
54
55 SpawnAttachedMagazine("Mag_MP5_30Rnd");
56 }
57};
58
59
script counterpart to engine's class Inventory
Definition inventory.c:79
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
Definition inventory.c:874
basic mp5 submachine gun
Definition mp5.c:6