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Updated ADS positions
Updated most of the weapons ADS positions, so they are more accurate.
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371f4b9824
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61029978e9
1 changed files with 22 additions and 19 deletions
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@ -1535,65 +1535,68 @@ vector GetWeaponADSPos(float wep) {
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switch (wep) {
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case W_COLT:
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return [-2.99, 2.67, 0.92];
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return [-2.99, 2.75, 0.92]; //ironsight is accurate, model rotation is not
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case W_KAR:
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case W_ARMAGEDDON:
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return [-2.19, 2.67, 1.5];
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return [-2.19, 2.76, 1.57];
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case W_SPRING:
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case W_PULVERIZER:
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return [-2.19, 2.67, 1.6];
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case W_THOMPSON:
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case W_GIBS:
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return [0.5, 3.03, 1.63];
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return [0.5, 3.08, 1.76];
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case W_357:
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case W_KILLU:
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return [-2.6, 4.10, 0.5];
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return [-2.6, 4.16, 0.55];
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case W_BAR:
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case W_WIDOW:
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return [2.7, 1.90, 1.27];
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return [2.7, 2.0, 1.27]; //ironsight is accurate, model rotation is not
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case W_BROWNING:
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case W_ACCELERATOR:
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return [-4.6, 3.95, 1.68];
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return [-4.6, 4.0, 1.68]; //ironsight is accurate, model rotation is not
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case W_DB:
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case W_BORE:
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case W_SAWNOFF:
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return [2.0, 2.9, 1.0];
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return [2.0, 2.9, 1.51];
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case W_FG:
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case W_IMPELLER:
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return [-6.5, 5.85, .88];
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return [-6.5, 5.92, .88];
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case W_GEWEHR:
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case W_COMPRESSOR:
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return [-0.2, 2.55, 2.63];
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return [-0.2, 2.58, 2.6];
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case W_KAR_SCOPE:
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case W_HEADCRACKER:
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return [-2.19, 2.67, 0.42];
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case W_M1:
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case W_M1000:
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return [-1.6, 3.80, 1.12];
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return [-1.6, 3.86, 1.12];
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case W_M1A1:
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case W_WIDDER:
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return [-3.0, 2.6, 1.6];
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return [-3.0, 2.71, 1.55]; //ironsight is accurate, model rotation is not
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case W_MP40:
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case W_AFTERBURNER:
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return [0.01, 5.65, 3.25];
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return [0.01, 5.73, 3.29];
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case W_MP5K:
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case W_KOLLIDER:
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return [-5.19, 5.15, 2.75];
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return [-5.19, 5.24, 2.76];
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case W_TYPE:
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case W_SAMURAI:
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return [0, 0.2, 0.36];
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case W_MG:
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case W_BARRACUDA:
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return [-2.0, 3.35, 1.84];
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return [-2.0, 3.38, 1.87]; //ironsight is accurate, model rotation is not
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case W_PPSH:
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case W_REAPER:
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return [-2.0, 3.68, 1.5];
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return [-2.0, 3.76, 1.49];
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case W_PTRS:
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case W_PENETRATOR:
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return [-2.79, 3.6, 0.40];
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case W_STG:
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case W_SPATZ:
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return [-9.79, 4.86, 1.54];
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return [-9.79, 4.92, 1.54];
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case W_TRENCH:
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case W_GUT:
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return [0, 2.80, 1.1];
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return [0, 2.80, 1.25];
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case W_M2:
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case W_FIW:
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return [6.0, 4.3, 1.02];
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@ -1602,7 +1605,7 @@ vector GetWeaponADSPos(float wep) {
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return [-1.50, 6.25, 0.87];
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case W_PANZER:
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case W_LONGINUS:
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return [-11.9, 3.85, 1.52];
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return [-11.9, 3.85, 1.62];
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default:
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return [0, 0, 0];
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}
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@ -4681,4 +4684,4 @@ vector(float weapon) WepDef_GetLeftFlashOffset =
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return [0, 0, 0];
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}
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return [0, 0, 0];
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}
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}
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