Revision Difference
WEAPON:CalcViewModelView#512114
<function name="CalcViewModelView" parent="WEAPON" type="hook">⤶
<ishook>yes</ishook>⤶
<description>Allows overriding the position and angle of the viewmodel. This hook only works if you haven't overridden <page>GM:CalcViewModelView</page>.</description>⤶
<realm>Client</realm>⤶
<predicted>No</predicted>⤶
<args>⤶
<arg name="ViewModel" type="Entity">The viewmodel entity</arg>⤶
<arg name="OldEyePos" type="Vector">Original position (before viewmodel bobbing and swaying)</arg>⤶
<arg name="OldEyeAng" type="Angle">Original angle (before viewmodel bobbing and swaying)</arg>⤶
<arg name="EyePos" type="Vector">Current position</arg>⤶
<arg name="EyeAng" type="Angle">Current angle</arg>⤶
</args>⤶
<rets>⤶
<ret name="" type="Vector">New position</ret>⤶
<ret name="" type="Angle">New angle</ret>⤶
</rets>⤶
</function>⤶
⤶
<example>⤶
<description>⤶
One way to change the viewmodel texture (skin) for your SWEP. Changing it from 0 to 1. ⤶
⤶
Remember to define the base path ([$cdmaterials](https://developer.valvesoftware.com/wiki/$cdmaterials)) for your model when e.g. using [Crowbar](https://developer.valvesoftware.com/wiki/Crowbar) to compile .smd to .mdl; or else you won't get any texture(s) applied. (the game won't know where to look) [QC Commands](https://developer.valvesoftware.com/wiki/Category:QC_Commands)⤶
⤶
And remember to use [$texturegroup](https://developer.valvesoftware.com/wiki/$texturegroup) for multiple skins.⤶
</description>⤶
<code>⤶
function SWEP:CalcViewModelView(ViewModel, OldEyePos, OldEyeAng, EyePos, EyeAng)⤶
-- Set skin to the SWEPs second skin; 1. Starts at 0⤶
ViewModel:SetSkin(1)⤶
end⤶
</code>⤶
<output></output>⤶
⤶
</example>