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- SWEP.Offset = {
- Pos = {
- Up = 10,
- Right = 1,
- Forward = -4,
- },
- Ang = {
- Up = 0,
- Right = 0,
- Forward = 90,
- }
- }
- function SWEP:DrawWorldModel( )
- local hand, offset, rotate
- local pl = self:GetOwner()
- if IsValid( pl ) then
- local boneIndex = pl:LookupBone( "LrigScull" )
- local boneIndexH = pl:LookupBone( "ValveBiped.Bip01_R_Hand" )
- if boneIndex then
- local pos, ang = pl:GetBonePosition( boneIndex )
- pos = pos + ang:Forward() * self.Offset.Pos.Forward + ang:Right() * self.Offset.Pos.Right + ang:Up() * self.Offset.Pos.Up
- ang:RotateAroundAxis( ang:Up(), self.Offset.Ang.Up)
- ang:RotateAroundAxis( ang:Right(), self.Offset.Ang.Right )
- ang:RotateAroundAxis( ang:Forward(), self.Offset.Ang.Forward )
- self:SetRenderOrigin( pos )
- self:SetRenderAngles( ang )
- self:DrawModel()
- else
- if boneIndexH then
- local pos, ang = pl:GetBonePosition( boneIndexH )
- pos = pos + ang:Forward() * self.Offset.Pos.Forward + ang:Right() * self.Offset.Pos.Right + ang:Up() * self.Offset.Pos.Up
- ang:RotateAroundAxis( ang:Up(), self.Offset.Ang.Up)
- ang:RotateAroundAxis( ang:Right(), self.Offset.Ang.Right )
- ang:RotateAroundAxis( ang:Forward(), self.Offset.Ang.Forward )
- self:SetRenderOrigin( pos )
- self:SetRenderAngles( ang )
- self:DrawModel()
- end
- end
- else
- self:SetRenderOrigin( nil )
- self:SetRenderAngles( nil )
- self:DrawModel()
- end
- end
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