DayZ
1.28
DayZ Explorer by KGB
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AK101.c
См. документацию.
1
class
AK101_Base
:
AKM_Base
2
{
3
override
RecoilBase
SpawnRecoilObject
()
4
{
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return
new
Ak101Recoil
(
this
);
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}
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//Debug menu Spawn Ground Special
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override
void
OnDebugSpawn
()
10
{
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GameInventory
inventory = GetInventory();
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inventory.
CreateInInventory
(
"AK_Bayonet"
);
14
inventory.
CreateInInventory
(
"AK_PlasticBttstck"
);
15
inventory.
CreateInInventory
(
"AK_RailHndgrd"
);
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inventory.
CreateInInventory
(
"PSO1Optic"
);
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inventory.
CreateInInventory
(
"UniversalLight"
);
18
inventory.
CreateInInventory
(
"Battery9V"
);
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inventory.
CreateInInventory
(
"Battery9V"
);
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SpawnAttachedMagazine(
"Mag_AK101_30Rnd"
);
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}
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};
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class
AK101
:
AK101_Base
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{
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override
bool
CanEnterIronsights
()
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{
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ItemOptics
optic = GetAttachedOptics();
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if
(optic && PSO1Optic.Cast(optic) || PSO11Optic.Cast(optic) || PSO6Optic.Cast(optic) || KazuarOptic.Cast(optic))
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return
true
;
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return
super.CanEnterIronsights();
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}
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};
AK101_Base::SpawnRecoilObject
override RecoilBase SpawnRecoilObject()
Определения
AK101.c:3
AK101_Base::OnDebugSpawn
override void OnDebugSpawn()
Определения
AK101.c:9
AK101_Base
Определения
AK101.c:2
AK101::CanEnterIronsights
override bool CanEnterIronsights()
Определения
AK101.c:27
AK101
Определения
AK101.c:26
AKM_Base
Определения
AKM.c:2
Ak101Recoil
Определения
Ak101Recoil.c:2
GameInventory::CreateInInventory
EntityAI CreateInInventory(string type)
creates entity somewhere in inventory
Определения
3_Game/Systems/Inventory/Inventory.c:874
GameInventory
script counterpart to engine's class Inventory
Определения
3_Game/Systems/Inventory/Inventory.c:79
ItemOptics
Определения
ItemOptics.c:2
RecoilBase
Определения
RecoilBase.c:2
Ishodniki
scripts
4_World
Entities
Firearms
AutomaticRifle
AK101.c
Создано системой
1.13.2