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- simulated final function vector CalcDrawOffsetClient( int Hand )
- {
- local vector DrawOffset, WeaponBob;
- local Pawn PawnOwner;
- PawnOwner = Pawn(Owner);
- if( PawnOwner==None )
- return Location;
- if( Hand==0 )
- {
- DrawOffset.X = Default.PlayerViewOffset.X * 0.88;
- DrawOffset.Y = -0.2 * Default.PlayerViewOffset.Y;
- DrawOffset.Z = Default.PlayerViewOffset.Z * 1.12;
- //DrawScale3D.Y = 1.f;
- }
- else
- {
- DrawOffset = Default.PlayerViewOffset;
- DrawOffset.Y*=Hand;
- if( RightHandedModel==None )
- {
- if(class==class'Enforcer')
- DrawScale3D.Y = Hand;
- else if(class==class'ShockRifle')
- DrawScale3D.Y = Hand;
- else if(class==class'PulseGun')
- DrawScale3D.Y = Hand;
- else if(class==class'Minigun2')
- DrawScale3D.Y = Hand;
- else if(class==class'Ripper')
- DrawScale3D.Y = Hand;
- else if(class==class'UT_FlakCannon')
- DrawScale3D.Y = Hand;
- else if(class==class'UT_EightBall')
- DrawScale3D.Y = Hand;
- else if(class==class'WarHeadLauncher')
- DrawScale3D.Y = Hand;
- else
- DrawScale3D.Y = -Hand;
- }
- }
- DrawOffset = (DrawOffset >> PawnOwner.ViewRotation);
- DrawOffset += (PawnOwner.EyeHeight * vect(0,0,1));
- WeaponBob = BobDamping * PawnOwner.WalkBob;
- WeaponBob.Z = (0.45 + 0.55 * BobDamping) * PawnOwner.WalkBob.Z;
- DrawOffset += WeaponBob;
- return DrawOffset;
- }
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