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SERVER: Move scoped weapons closer to camera on aim; reduce time-till-scope
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2 changed files with 4 additions and 4 deletions
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@ -143,7 +143,7 @@ void() W_AimIn =
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}
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}
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if (WepDef_HasSniperScore(self.weapon))
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if (WepDef_HasSniperScore(self.weapon))
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self.scopetime = time + 0.3;
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self.scopetime = time + 0.2;
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// Even if the weapon is scoped, we should still initialize
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// Even if the weapon is scoped, we should still initialize
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// the Zoom factor of one so it begins moving into position.
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// the Zoom factor of one so it begins moving into position.
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@ -1537,7 +1537,7 @@ float GetWeaponWalkSpeed(float perks, float weapon)
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/*
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/*
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===========================
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===========================
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Weapon PSP ADS Declarations
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Weapon ADS Declarations
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===========================
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===========================
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*/
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*/
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// x: left/right
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// x: left/right
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@ -1559,7 +1559,7 @@ vector GetWeaponADSOfs(float wep) =
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return [-5295.9, 3206.9, -5000];
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return [-5295.9, 3206.9, -5000];
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case W_KAR_SCOPE:
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case W_KAR_SCOPE:
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case W_HEADCRACKER:
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case W_HEADCRACKER:
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return [-5286, 706.1, 0];
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return [-5286, 706.1, -1500];
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case W_THOMPSON:
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case W_THOMPSON:
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case W_GIBS:
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case W_GIBS:
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return [-6200.3, 3407.6, -800];
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return [-6200.3, 3407.6, -800];
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@ -1617,7 +1617,7 @@ vector GetWeaponADSOfs(float wep) =
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return [-8000, 3020, -6500];
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return [-8000, 3020, -6500];
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case W_PTRS:
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case W_PTRS:
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case W_PENETRATOR:
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case W_PENETRATOR:
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return [-7200, 906.9, 0];
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return [-7200, 906.9, -6500];
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case W_PANZER:
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case W_PANZER:
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case W_LONGINUS:
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case W_LONGINUS:
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return [-7679.2, 2900, -20000];
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return [-7679.2, 2900, -20000];
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