AK101.c
class AK101_Base : AKM_Base
{
override RecoilBase SpawnRecoilObject()
{
return new Ak101Recoil(this);
}
//Debug menu Spawn Ground Special
override void OnDebugSpawn()
{
GameInventory inventory = GetInventory();
inventory.CreateInInventory( "AK_Bayonet" );
inventory.CreateInInventory( "AK_PlasticBttstck" );
inventory.CreateInInventory( "AK_RailHndgrd" );
inventory.CreateInInventory( "PSO1Optic" );
inventory.CreateInInventory( "UniversalLight" );
inventory.CreateInInventory( "Battery9V" );
inventory.CreateInInventory( "Battery9V" );
SpawnAttachedMagazine("Mag_AK101_30Rnd");
}
};
class AK101 : AK101_Base
{
override bool CanEnterIronsights()
{
ItemOptics optic = GetAttachedOptics();
if (optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || PSO6Optic.Cast(optic) || KazuarOptic.Cast(optic))
return true;
return super.CanEnterIronsights();
}
};