diff --git a/source/shared/weapon_defines.qc b/source/shared/weapon_defines.qc index c10f5d1..cf6e241 100644 --- a/source/shared/weapon_defines.qc +++ b/source/shared/weapon_defines.qc @@ -1171,7 +1171,7 @@ float(float wep, float delaytype) getWeaponDelay = case W_PANZER: case W_LONGINUS: if (delaytype == RELOAD) - return 1.55; + return 2.85; else if (delaytype == FIRE) return 0.331; case W_PPSH: @@ -1393,7 +1393,10 @@ vector GetWeaponADSPos(float wep) { case W_RAY: case W_PORTER: return [-1.50, 6.25, 0.87]; - default: + case W_PANZER: + case W_LONGINUS: + return [-11.9, 3.85, 1.52]; + default: return [0, 0, 0]; } } @@ -1475,8 +1478,8 @@ vector GetWeaponADSOfs_PSP(float wep) = return [-7200, 906.9, 0]; case W_PANZER: case W_LONGINUS: - return [-3479.2, -650, 0]; - default: + return [-7679.2, 2900, -20000]; + default: //Large values > 20ish cause weapon to flicker, scale model down if we encounter! //Scale better be 4.3, or else viewbobbing is going to be inaccurate. return [-5.4792, 1.6500, 0]; @@ -2088,31 +2091,31 @@ float(float wep, float frametype, optional float z) GetFrame = case FIRE_START: return 1; case FIRE_END: - return 6; + return 5; case RELOAD_START: - return 7; + return 6; case RELOAD_END: - return 28; + return 29; case SPRINT_IN_START: - return 37; + return 0; case SPRINT_IN_END: - return 38; + return 0; case SPRINT_OUT_START: - return 45; + return 0; case SPRINT_OUT_END: - return 45; + return 0; case TAKE_OUT_START: - return 44; - case TAKE_OUT_END: - return 45; - case PUT_OUT_START: - return 39; - case PUT_OUT_END: - return 42; - case RELOAD_CANCEL: - return 16; - case AIM_IN_END: return 33; + case TAKE_OUT_END: + return 35; + case PUT_OUT_START: + return 31; + case PUT_OUT_END: + return 33; + case RELOAD_CANCEL: + return 18; + case AIM_IN_END: + return 3; } break; case W_PPSH: