Updated ADS positions

Updated most of the weapons ADS positions, so they are more accurate.
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Skibbo 2024-01-02 17:59:24 +01:00 committed by GitHub
parent 371f4b9824
commit 61029978e9
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@ -1535,65 +1535,68 @@ vector GetWeaponADSPos(float wep) {
switch (wep) { switch (wep) {
case W_COLT: case W_COLT:
return [-2.99, 2.67, 0.92]; return [-2.99, 2.75, 0.92]; //ironsight is accurate, model rotation is not
case W_KAR: case W_KAR:
case W_ARMAGEDDON: case W_ARMAGEDDON:
return [-2.19, 2.67, 1.5]; return [-2.19, 2.76, 1.57];
case W_SPRING: case W_SPRING:
case W_PULVERIZER: case W_PULVERIZER:
return [-2.19, 2.67, 1.6]; return [-2.19, 2.67, 1.6];
case W_THOMPSON: case W_THOMPSON:
case W_GIBS: case W_GIBS:
return [0.5, 3.03, 1.63]; return [0.5, 3.08, 1.76];
case W_357: case W_357:
case W_KILLU: case W_KILLU:
return [-2.6, 4.10, 0.5]; return [-2.6, 4.16, 0.55];
case W_BAR: case W_BAR:
case W_WIDOW: case W_WIDOW:
return [2.7, 1.90, 1.27]; return [2.7, 2.0, 1.27]; //ironsight is accurate, model rotation is not
case W_BROWNING: case W_BROWNING:
case W_ACCELERATOR: case W_ACCELERATOR:
return [-4.6, 3.95, 1.68]; return [-4.6, 4.0, 1.68]; //ironsight is accurate, model rotation is not
case W_DB: case W_DB:
case W_BORE: case W_BORE:
case W_SAWNOFF: case W_SAWNOFF:
return [2.0, 2.9, 1.0]; return [2.0, 2.9, 1.51];
case W_FG: case W_FG:
case W_IMPELLER: case W_IMPELLER:
return [-6.5, 5.85, .88]; return [-6.5, 5.92, .88];
case W_GEWEHR: case W_GEWEHR:
case W_COMPRESSOR: case W_COMPRESSOR:
return [-0.2, 2.55, 2.63]; return [-0.2, 2.58, 2.6];
case W_KAR_SCOPE: case W_KAR_SCOPE:
case W_HEADCRACKER: case W_HEADCRACKER:
return [-2.19, 2.67, 0.42]; return [-2.19, 2.67, 0.42];
case W_M1: case W_M1:
case W_M1000: case W_M1000:
return [-1.6, 3.80, 1.12]; return [-1.6, 3.86, 1.12];
case W_M1A1: case W_M1A1:
case W_WIDDER: case W_WIDDER:
return [-3.0, 2.6, 1.6]; return [-3.0, 2.71, 1.55]; //ironsight is accurate, model rotation is not
case W_MP40: case W_MP40:
case W_AFTERBURNER: case W_AFTERBURNER:
return [0.01, 5.65, 3.25]; return [0.01, 5.73, 3.29];
case W_MP5K: case W_MP5K:
case W_KOLLIDER: case W_KOLLIDER:
return [-5.19, 5.15, 2.75]; return [-5.19, 5.24, 2.76];
case W_TYPE:
case W_SAMURAI:
return [0, 0.2, 0.36];
case W_MG: case W_MG:
case W_BARRACUDA: case W_BARRACUDA:
return [-2.0, 3.35, 1.84]; return [-2.0, 3.38, 1.87]; //ironsight is accurate, model rotation is not
case W_PPSH: case W_PPSH:
case W_REAPER: case W_REAPER:
return [-2.0, 3.68, 1.5]; return [-2.0, 3.76, 1.49];
case W_PTRS: case W_PTRS:
case W_PENETRATOR: case W_PENETRATOR:
return [-2.79, 3.6, 0.40]; return [-2.79, 3.6, 0.40];
case W_STG: case W_STG:
case W_SPATZ: case W_SPATZ:
return [-9.79, 4.86, 1.54]; return [-9.79, 4.92, 1.54];
case W_TRENCH: case W_TRENCH:
case W_GUT: case W_GUT:
return [0, 2.80, 1.1]; return [0, 2.80, 1.25];
case W_M2: case W_M2:
case W_FIW: case W_FIW:
return [6.0, 4.3, 1.02]; return [6.0, 4.3, 1.02];
@ -1602,7 +1605,7 @@ vector GetWeaponADSPos(float wep) {
return [-1.50, 6.25, 0.87]; return [-1.50, 6.25, 0.87];
case W_PANZER: case W_PANZER:
case W_LONGINUS: case W_LONGINUS:
return [-11.9, 3.85, 1.52]; return [-11.9, 3.85, 1.62];
default: default:
return [0, 0, 0]; return [0, 0, 0];
} }
@ -4681,4 +4684,4 @@ vector(float weapon) WepDef_GetLeftFlashOffset =
return [0, 0, 0]; return [0, 0, 0];
} }
return [0, 0, 0]; return [0, 0, 0];
} }