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  1. simulated final function vector CalcDrawOffsetClient( int Hand )
  2. {
  3. local vector DrawOffset, WeaponBob;
  4. local Pawn PawnOwner;
  5.  
  6. PawnOwner = Pawn(Owner);
  7. if( PawnOwner==None )
  8. return Location;
  9. if( Hand==0 )
  10. {
  11. DrawOffset.X = Default.PlayerViewOffset.X * 0.88;
  12. DrawOffset.Y = -0.2 * Default.PlayerViewOffset.Y;
  13. DrawOffset.Z = Default.PlayerViewOffset.Z * 1.12;
  14. //DrawScale3D.Y = 1.f;
  15. }
  16. else
  17. {
  18. DrawOffset = Default.PlayerViewOffset;
  19. DrawOffset.Y*=Hand;
  20. if( RightHandedModel==None )
  21. {
  22. if(class==class'Enforcer')
  23. DrawScale3D.Y = Hand;
  24. else if(class==class'ShockRifle')
  25. DrawScale3D.Y = Hand;
  26. else if(class==class'PulseGun')
  27. DrawScale3D.Y = Hand;
  28. else if(class==class'Minigun2')
  29. DrawScale3D.Y = Hand;
  30. else if(class==class'Ripper')
  31. DrawScale3D.Y = Hand;
  32. else if(class==class'UT_FlakCannon')
  33. DrawScale3D.Y = Hand;
  34. else if(class==class'UT_EightBall')
  35. DrawScale3D.Y = Hand;
  36. else if(class==class'WarHeadLauncher')
  37. DrawScale3D.Y = Hand;
  38. else
  39. DrawScale3D.Y = -Hand;
  40. }
  41. }
  42. DrawOffset = (DrawOffset >> PawnOwner.ViewRotation);
  43. DrawOffset += (PawnOwner.EyeHeight * vect(0,0,1));
  44. WeaponBob = BobDamping * PawnOwner.WalkBob;
  45. WeaponBob.Z = (0.45 + 0.55 * BobDamping) * PawnOwner.WalkBob.Z;
  46. DrawOffset += WeaponBob;
  47. return DrawOffset;
  48. }