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pp19.c
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1
4class PP19_Base : RifleBoltFree_Base
5{
6 void PP19_Base()
7 {
8 }
9
10 override RecoilBase SpawnRecoilObject()
11 {
12 return new PP19Recoil(this);
13 }
14
15 //some command is different for this weapon
16 override int GetWeaponSpecificCommand(int weaponAction ,int subCommand)
17 {
18 if ( weaponAction == WeaponActions.CHAMBERING)
19 {
20 switch (subCommand)
21 {
22 case WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_UNIQUE_CLOSED:
23 return WeaponActionChamberingTypes.CHAMBERING_ONEBULLET_OPENED;
24
25 default:
26 return subCommand;
27 }
28
29 }
30 return subCommand;
31 }
32
33 override bool CanEnterIronsights()
34 {
35 ItemOptics optic = GetAttachedOptics();
36 if (optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || PSO6Optic.Cast(optic) || KazuarOptic.Cast(optic))
37 return true;
38 return super.CanEnterIronsights();
39 }
40
41 //Debug menu Spawn Ground Special
42 override void OnDebugSpawn()
43 {
44 GameInventory inventory = GetInventory();
45 inventory.CreateInInventory( "PistolSuppressor" );
46 inventory.CreateInInventory( "PP19_Bttstck" );
47 inventory.CreateInInventory( "KobraOptic" );
48 inventory.CreateInInventory( "Battery9V" );
49
50 SpawnAttachedMagazine("Mag_PP19_64Rnd");
51 }
52};
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 PP19 submachine gun
Definition pp19.c:5