SHARED: Fix Muzzleflash offsets for most weapons

This commit is contained in:
Ian 2023-09-09 13:16:21 -04:00
parent 54b16eb1a0
commit 2858e4cb84

View file

@ -4021,6 +4021,9 @@ vector(float wep) GetWeaponRecoil =
} }
// Flash offset is multiplied because vectors have limited precision within qc // Flash offset is multiplied because vectors have limited precision within qc
// Y, Z, X for .. reasons!
// Y will always be flipped IE, if its negative in blender, it will be positive
// in QC.
vector (float wep) GetWeaponFlash_Offset = vector (float wep) GetWeaponFlash_Offset =
{ {
switch(wep) { switch(wep) {
@ -4060,34 +4063,40 @@ vector (float wep) GetWeaponFlash_Offset =
return [3899, -5021, 78199]; return [3899, -5021, 78199];
case W_FG: case W_FG:
case W_IMPELLER: case W_IMPELLER:
return [14000, -10000, 70000]; return [11847, -6792, 77246];
case W_GEWEHR: case W_GEWEHR:
case W_COMPRESSOR: case W_COMPRESSOR:
return [6500, -8500, 65000]; return [5261, -8070, 78777];
case W_PPSH: case W_PPSH:
case W_REAPER: case W_REAPER:
return [11100, -9000, 86300]; return [7325, -5742, 60803];
case W_MP40: case W_MP40:
case W_AFTERBURNER: case W_AFTERBURNER:
return [11300, -11300, 85000]; return [11621, -9366, 79787];
case W_MP5K: case W_MP5K:
case W_KOLLIDER: case W_KOLLIDER:
return [19300, -15300, 85000]; return [10327, -9776, 45327];
case W_STG: case W_STG:
case W_SPATZ: case W_SPATZ:
return [10300, -10230, 100000]; return [10300, -10230, 100000];
case W_M1: case W_M1:
case W_M1000: case W_M1000:
return [3506, -1500, 33000]; return [7223, -4235, 94189];
case W_BROWNING: case W_BROWNING:
case W_ACCELERATOR: case W_ACCELERATOR:
return [15726, -23375, 170713]; return [7374, -8656, 84620];
case W_PTRS: case W_PTRS:
case W_PENETRATOR: case W_PENETRATOR:
return [10988, -14242, 180300]; return [5768, -7709, 160570];
case W_TYPE: case W_TYPE:
case W_SAMURAI: case W_SAMURAI:
return [488, -2300, 25300]; return [488, -2300, 25300];
case W_TESLA:
case W_DG3:
return [12347, -9557, 108920];
case W_RAY:
case W_PORTER:
return [12566, -6463, 49165];
default: default:
return [5488, -2742, 35300]; return [5488, -2742, 35300];
} }
@ -4133,34 +4142,40 @@ float (float wep) GetWeaponFlash_Size = {
return 16; return 16;
case W_FG: case W_FG:
case W_IMPELLER: case W_IMPELLER:
return 18; return 16;
case W_GEWEHR: case W_GEWEHR:
case W_COMPRESSOR: case W_COMPRESSOR:
return 12; return 12;
case W_PPSH: case W_PPSH:
case W_REAPER: case W_REAPER:
return 14; return 12;
case W_MP40: case W_MP40:
case W_AFTERBURNER: case W_AFTERBURNER:
return 14; return 10;
case W_MP5K: case W_MP5K:
case W_KOLLIDER: case W_KOLLIDER:
return 14; return 10;
case W_STG: case W_STG:
case W_SPATZ: case W_SPATZ:
return 16; return 16;
case W_M1: case W_M1:
case W_M1000: case W_M1000:
return 5; return 14;
case W_BROWNING: case W_BROWNING:
case W_ACCELERATOR: case W_ACCELERATOR:
return 27; return 16;
case W_PTRS: case W_PTRS:
case W_PENETRATOR: case W_PENETRATOR:
return 30; return 30;
case W_TYPE: case W_TYPE:
case W_SAMURAI: case W_SAMURAI:
return 5; return 5;
case W_TESLA:
case W_DG3:
return 20;
case W_RAY:
case W_PORTER:
return 10;
default: default:
return 5; return 5;
} }