MP5.c
/**@class MP5K_Base
* @brief basic mp5 submachine gun
**/
class MP5K_Base : RifleBoltFree_Base
{
void MP5K_Base ()
{
}
override RecoilBase SpawnRecoilObject()
{
return new Mp5kRecoil(this);
}
override int GetWeaponSpecificCommand(int weaponAction ,int subCommand)
{
if ( weaponAction == WeaponActions.RELOAD)
{
switch (subCommand)
{
case WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_BULLET:
return WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_BULLET;
case WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_BULLET:
return WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_BULLET;
case WeaponActionReloadTypes.RELOADRIFLE_MAGAZINE_NOBULLET:
return WeaponActionReloadTypes.RELOADSRIFLE_MAGAZINE_NOBULLET;
case WeaponActionReloadTypes.RELOADRIFLE_NOMAGAZINE_NOBULLET:
return WeaponActionReloadTypes.RELOADSRIFLE_NOMAGAZINE_NOBULLET;
default:
return subCommand;
}
}
return subCommand;
}
//Debug menu Spawn Ground Special
override void OnDebugSpawn()
{
GameInventory inventory = GetInventory();
inventory.CreateInInventory( "MP5k_StockBttstck" );
inventory.CreateInInventory( "MP5_RailHndgrd" );
inventory.CreateInInventory( "MP5_Compensator" );
inventory.CreateInInventory( "ReflexOptic" );
inventory.CreateInInventory( "UniversalLight" );
inventory.CreateInInventory( "Battery9V" );
inventory.CreateInInventory( "Battery9V" );
SpawnAttachedMagazine("Mag_MP5_30Rnd");
}
};