AKM.c
class AKM_Base : RifleBoltFree_Base
{
override RecoilBase SpawnRecoilObject()
{
return new AkmRecoil(this);
}
/*override int GetWeaponSpecificCommand(int weaponAction ,int subCommand)
{
if ( weaponAction == WeaponActions.RELOAD)
{
switch (subCommand)
{
case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET:
return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET;
case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET:
return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET;
case WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET:
return WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET;
case WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET:
return WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET;
default:
return subCommand;
}
}
return subCommand;
}*/
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();
}
//Debug menu Spawn Ground Special
override void OnDebugSpawn()
{
GameInventory inventory = GetInventory();
inventory.CreateInInventory( "AK_WoodBttstck" );
inventory.CreateInInventory( "AK_RailHndgrd" );
inventory.CreateInInventory( "AK_Bayonet" );
inventory.CreateInInventory( "UniversalLight" );
inventory.CreateInInventory( "KobraOptic" );
inventory.CreateInInventory( "Battery9V" );
inventory.CreateInInventory( "Battery9V" );
// Calling super for this one will just pick the 300 round mag
SpawnAttachedMagazine("Mag_AKM_Drum75Rnd");
}
};